v/ 


?~TTy  cf  CALIFORNIA 

^ 

LOS  ANGELES 
LIBRARY 


GYMNASTIC  GAMES 


CLASSIFIED 


BY 


E.  H.  ARNOLD 


COMPILED  BY 

ANNIE  R.  HUGHES 

INSTRUCTOR  IN  GYMNASTICS,  SELECT  FRIENDS'  SCHOOL 
WASHINGTON,  D.  C. 


av 


RNIA 


INTRODUCTION  TO  GAMES. 


In  a  system  of  gymnastics,  games  may  be  used  for  hygienic, 
developmental  and  educational  purposes.  For  general  hygienic 
ends  their  value  is  great,  if  for  no  other  reason,  than  that  it 
usually  requires  a  large  air  space,  oftentimes  outdoors,  to  play 
them.  On  the  other  hand,  the  hygienic  value  of  games  is  a 
doubtful  one,  because  the  movements  occurring  in  games  can 
only  be  predetermined  in  general.  That  means  that  they  can- 
not be  graded  as  to  quantity  or  quality  with  exactness.  Exact- 
ness, however,  in  these  two  things,  is  an  absolute  necessity 
where  gymnastics  are  given  for  hygienic  ends.  Such  exactness 
being  possible  with  formal  gymnastic  exercises,  these  therefore 
must  always  be  given  a  preference  where  exactness  in  quantity 
and  quality  of  exercise  is  desirable  or  necessary. 

The  same  may  be  said  to  be  true  of  the  developmental  effect 
of  exercises  occurring  in  games.  If  it  be  difficult  to  trace  the 
effect,  formal  gymnastic  movements  have  upon  the  development 
of  this  tissue  or  that  organ,  it  is  certainly  impossible  to  exactly 
predict  the  effect  which  the  unpredetermined  movements  in 
games  might  have.  Formal  gymnastics  will  always  be  far 
superior  in  this  respect  to  games. 

To  turn  to  the  educational  purposes  of  games.  They  are 
mental  and  moral  ones.  Among  the  mental  ones  co-ordination 


INTRODUCTION    TO   GAMES 


should  be  separately  considered.  As  far  as  some  of  the  mental 
processes  (to  be  mentioned  hereafter)  are  serviceable  to  estab- 
lish co-ordination,  games  may  be  said  to  help  co-ordination. 
Games  can,  however^  not  be  arranged  methodically  for  co-ordin- 
ation purposes,  for  the  simple  reason  that  the  movements  occur- 
ring in  them  cannot  be  predetermined.  The  development  of 
co-ordination  power  must,  therefore,  also  be  the  domain  of  for- 
mal gymnastics. 

What  use  games  are  in  the  moral  training  of  children  and 
youth  has  been  enlarged  upon  by  many  authors  in  many  places. 
Even  that  teaching  has  to  be  incidental,  as  the  occasion  for 
pointing  a  moral  offers  in  the  course  of  a  game.  The  great 
value  of  games  in  this  direction  lies  in  the  fact  that  most  of  the 
moral  teaching  reward  for  proper  punishment  for  improper 
actions  is  self  administered  or  then  applied  by  pupil-compan- 
ions and  playmates,  not  by  the  teacher. 

In  any  attempt  to  classify  games  for  teaching  purposes  one 
should  arrange  them  as  to  their  difficulty.  The  movements  not 
being  predetermined,  classification  according  to  mechanical, 
physiological  or  moral  principles  will  be  impossible.  Classifi- 
cation according  to  the  apparatus  the  game  is  played  with,  as 
for  instance,  ball  games,  or  according  to  the  exercise  most  con- 
spicuous within  the  games  (as running  games),  is  arbitrary,  and 
for  teaching  purposes  useless,  for  it  classes  together  games  of 
the  most  different  grades  of  difficulty.  The  mechanical  diffi- 
culty might  be  approximately  foreseen  and  games  classified 
accordingly.  Yet  if  we  look  closely,  we  find  that  most  bodily 
movements  occurring  in  games  are  in  themselves  extremely  sim- 
ple and  easy  of  execution.  What  is  it  then  that  makes  games 
differently  difficult  of  execution  ?  For  that  they  do  differ  in  dif- 
ficulty, is  at  once  clear.  Little  children  do  not  attempt  com- 
petitive games.  Youth  will  not  play  complicated  games,  as 
baseball  or  football  well.  They  are  too  difficult  for  them.  If, 
then,  the  difficulty  be  not  mechanical,  it  must  be  mental. 

Before  undertaking  the  task  of  classifying  games  according 
to  mental  difficulty  for  teaching  purposes,  we  should  ask,  is  it 
necessary  to  teach  games  ?  May  not  games  be  left  to  the  play 
instinct  of  children  ?  If  there  be  any  benefit  derived  from  games 


INTRODUCTION   TO   GAMES  V 

at  all,  and  who  would  deny  that  there  is,  it  would  seem  desira- 
ble to  secure  those  benefits  to  a  great  number  of  children — to  all 
of  them,  if  possible.  Observation  of  children  will  easily  con- 
vince one,  however,  that  not  all  children  play  in  such  a  way  as 
to  derive  any  or  all  of  the  benefits  that  may  be  gotten  from  play. 
The  puny  and  weak  boy  will  not  play  because  his  strength  and 
endurance  will  not  carry  him  through  the  games  that  stronger 
boys  of  like  age  play.  He  is  ashamed  to  play  with  younger 
ones.  The  boy  who  lacks  courage  and  daring  will  not  indulge 
in  games  demanding  these  qualities  asapre-requisite  for  playini 
them.  The  clumsy  and  unhandy  boy  will  not  take  part  in 
games  calling  for  skill.  It  is  the  boys  and  girls  who  possess 
some  or  all  of  these  qualities  already,  who  play  and  by  play 
develop  these  qualities  still  more.  Boys  and  girls  who  are 
devoid  of  the  qualities  above  mentioned,  and  who  do  not  play, 
are  the  ones  who  need  to  play  most,  and  they  cannot  be  per- 
suaded to  play,  unless  they  are  led  or  taught  to  play  games  that 
will  ask  for  few,  if  any,  of  the  above  qualities,  yet  give  them. 

Whatever  may  be  said  in  favor  of  games  and  plays  (ath- 
letics), in  secondary  schools  and  colleges  as  practiced  nowadays, 
there  must  be  no  doubt  about  one  serious  shortcoming  of  them. 
They  do  not  serve  to  improve  those  who  need  improvement 
bodily,  mentally  or  morally,  but  simply  select  those  most 
developed  in  these  directions,  to  play  these  games  and  derive  a 
little  benefit  from  them.  That  these  select  players  do  derive 
only  a  little  benefit  from  gaming  and  playing,  one  can  readily 
see,  and  as  far  as  improvement  in  mental  qualities  goes,  it  has 
been  experimentally  proven  that  such  improvement  is  very 
small  indeed. 

In  order,  then,  to  secure  for  the  majority  of  children  and 
youth,  the  beneficial  results  of  playing,  it  is  necessary,  first,  to 
provide  them  with  playing  facilities,  i.  e.,  playgrounds,  play 
time  and  playing  apparatus.  Then,  in  addition,  the  ability  to 
improve  these  facilities.  That  means  that  children  should  be 
led  to  playgames  which  are  suited  in  their  mental  difficulty,  to 
the  ability  of  the  child.  They  must  not  offer  such  difficulties  as 
will  make  the  child  stand  by  bewildered,  and  look  at  others 


VI  INTRODUCTION   TO  GAMRS 

playing,  nor  must  they  be  so  easy  as  not  to  incite  the  pleasur- 
able feeling  of  having  overcome  difficulty. 

Classification,  according  to  mental  difficulty,  is  then  a  pre- 
requisite for  securing  the  beneficial  results  of  playing  to  a  great 
majority,  or  perhaps  all  children. 

The  following  classification  may  not  stand  laboratory  tests, 
but  has  stood  the  test  of  practical  application  on  the  floor  of  the 
gymnasium  and  on  the  playground.  I  have  no  doubt  but  what 
it  may  be  readily  improved  upon.  The  games  given  under  each 
heading  may  not  all  be  of  pure  type,  because  simple  games  of  a 
pure  type  are  rare,  most  games  being  more  or  less  complex 
mentally.  Especially  is  it  difficult  to  find  games  of  pure  type, 
as  we  advance  in  our  scale  of  difficulty.  As  much  as  possible 
or  necessary,  we  have  indicated  in  parenthesis  and  by  numerals, 
what  mental  processes  are  most  conspicuous  in  the  game,  so 
that  it  may  be  referred  to  games  of  kindred  character.  This  is 
also  to  serve  in  helping  to  analyze  the  games.  Usually  the 
games  of  one  class  partake  of  the  nature  of  the  games  of  one  or 
more  of  the  next  lower  classes. 

In  teaching  games  of  a  complex  nature  it  is  therefore  a  wise 
plan  to  play  (teach)  each  of  the  component  elements  of  a  game 
separately,  then  add  one  by  one  till  all  the  elements  are  assem- 
bled as  a  unit  in  the  game  This  is  practically  what  is  called 
"  coaching,"  and  successful  coaching  will  be  found  to  corres- 
pond with  this  idea. 

The  first  set  of  gymnastic  games  which  children  play  are 
games  which  apparently  have  no  purpose.  They  can,  of  course 
not  be  taught.  The  child  needs  simply  time  and  space  to  play 
them. 

The  next  set  of  games  are  games  of  inexact  imitation. 
Imitation  at  this  stage  must  be  inexact,  because  all  sense  per- 
ceptions of  this  period  are  more  or  less  imperfect.  No  attempt 
should  therefore  be  made  to  insist  upon  exactness  of  imitation, 
Again,  no  teaching  can  or  need  be  done,  a  chance  to  play  only 
being  required. 

The  next  set  of  games  are  those  which  will  tend  to  develop 
the  sensual  apparatus.  The  senses  which  have  to  do  mainly 


INTRODUCTION  TO  GAMES  Vll 

with  movement  are  the  sense  of  sight,  of  touch  and  of  hearing. 
We  shall  have,  therefore,  in  this  group,  games  that  practice 
and  develop  the  sense  of  sight,  of  touch  and  of  hearing. 

Within  the  series  for  the  sense  of  sight,  a  subdivision  might 
and  could  be  made.  One  can  have  games  where  form  is  to  be 
recognized  or  distinguished  only,  likewise  such  where  color  is 
to  be  determined  only.  Then,  those  where  form  and  color  both 
must  be  distinguished.  Progression  in  difficulty  within  this 
group  is  also  effected  by  first  recognizing  form  or  color,  or  both, 
of  things  stationary,  then  of  bodies  moving. 

In  the  games  for  the  sense  of  hearing,  those  where  move- 
ments are  guided  by  any  kind  of  noise  are  first.  Then  follow 
those  where  noises  and  sounds  must  be  distinguished  as  to 
intensity  or  pitch,  or  both. 

In  the  games  for  the  sense  of  touch,  the  primary  ones  should 
be  those  where  sirnpty  the  perceptions  of  any  form  of  touch  sen- 
sation is  needed.  Later  on,  games  for  sensations  of  touch,  dif- 
fering as  to  intensity,  duration,  etc.,  should  be  practiced. 

It  will  be  seen,  therefore,  that  in  a  way  these  games  may  be 
called  games  of  discrimination.  Having  acquired,  through 
games  of  the  above  kind,  keen  sight,  touch  and  hearing,  the 
pupil  is  ready  to  go  one  step  farther.  He  will  play  games 
dependent  upon  exactness  of  motion.  That  exactness  of  motion 
is  impossible  without  exactness  of  sight  and  touch,  goes  without 
saying,  and  therefore  this  sequence. 

In  this  group  of  games,  a  great  many  games  of  throwing  and 
catching  missiles  belong,  beside  others.  The  most  commonly 
used  missiles  are  the  various  forms  of  balls,  though  jack- 
stones,  hoops,  spears,  etc.,  belong  in  the  like  class.  Games  in 
this  group  may  be  classed  as  follows  :  Catching  or  laying  hold 
of  things,  is  to  be  practiced  on  rather  bulky  and  weighty  things, 
first,  that  would  require  action  of  both  hands  or  both  feet,  if 
catching  were  to  be  done  with  the  latter.  As  one  goes  along, 
the  bulk  and  weight  grow  less.  Laying  hold,  must  first  be 
done  on  things  stationary,  then  on  things  moving.  The  mov- 
ing object  should  at  first  move  with  little,  then  with  ever-increas- 
ing velocity.  The  player  should  learn  to  catch  first  while  he 


Viii  INTRODUCTION  TO  (JAMBS 

himself  is  stationary,  moving  arms,  trunk  and  legs  within  his 
place  only.  L,ater  on,  he  must  learn  to  step  out  of  place  in  order 
to  catch,  and  finally,  he  wants  to  practice  catching  on  the  walk 
and  run.  The  running  and  walking  to  be  done  in  all  directions, 
forward,  sideward  and  backward.  The  speed  of  the  movement, 
i  e.,  the  running,  to  t>e  slow  at  first  and  ever  increasing.  At 
first,  catcher  and  object  to  be  caught  must  both  be  stationary, 
and  then  they  both  should  proceed  through  the  series  of  increas- 
ingly difficult  manoeuvres,  as  above.  The  catching  or  laying 
hold  of,  or  striking,  is  to  be  done  at  first  with  parts  of  the  body, 
principally  the  hands  and  more  rarely  the  feet,  or  other  parts  of 
the  body,  then  with  catching  or  striking  implements.  The 
larger  the  catching  or  striking  surface  is,  the  easier  will  be  the 
catching  and  striking  with  implements  ;  the  smaller  the  more 
difficult,  and  progression  will  have  to  be  along  these  lines. 
The  various  batting  instruments  used  in  games  clearly  show  the 
advancing  difficulty  of  catching  and  striking,  according  to  this 
principle.  Throwing  missiles  will  follow  the  same  outlines. 
In  catching,  more  yet  in  throwing,  another  element  in  move- 
ment enters,  i.  e.,  steadiness  of  motion  (or  position). 

Yet  a  separate  group  must  be  established  for  games  for 
steadiness  of  motion.  These  games  are  mainly  aiming  games. 
Shooting  with  arrows,  blow  pipes,  pistols,  guns,  belong  to  this 
set.  Aiming  and  shooting  is  to  be  done,  the  marksman  station- 
ary, shooting  with  a  large  projectile,  at  a  large  target,  distance 
between  marksman  and  target  first  small.  The  projectile  and 
target  grow  smaller,  the  distance  larger,  as  we  advance  in  diffi- 
culty. Next  the  stationary  marksman  will  shoot  at  objects 
moving  in  a  straight  track  towards,  or  away  from,  the  marks- 
man, at  first  with  lesser,  then  with  increasing  velocity.  The 
marksman  will  then  aim  and  shoot  while  he  himself  moves 
towards,  then  away,  from  the  target,  with  lesser  and  increasing 
velocity.  At  first  he  moves  himself,  then  he  mounts  and  moves 
on  an  animal,  vehicle  or  train,  and  shoots  at  a  stationary  tar- 
get. Finally,  marksman  and  target,  both  moving  at  first  in 
straight,  parallel  tracks,  tracks  at  right  angles,  tracks  running 


INTRODUCTION  TO  GAMES  IX 

in  opposing  directions,  and  finally  irregular  tracks,  will  form 
the  most  difficult  set  of  games  in  this  class. 

Having  played  games  of  these  different  kinds,  the  player  is 
now  ready  to  proceed  to  games  of  exact  imitation.  The  increas- 
ing difficulty  of  games  of  this  kind  may  be  easily  judged  by 
examining  the  foregoing  considerations.  Now,  though  our 
player  may  be  able  to  see,  hear  and  feel  correctly,  though  he 
may,  in  response  to  these  sense  stimulations,  be  able  to  perform 
exact  and  steady  motion,  he  will  be  found  a  deficient  player  on 
the  athletic  field,  as  well  as  in  the  play  of  life,  if  he  be  unable 
to  respond  quickly  to  the  stimulation. 

The  next  set  of  games  will  therefore  be  games  that  will  tend 
to  shorten  reaction  time.  Reaction  time  can  be  shortened  only, 
if  the  player  is  to  expect  at  first,  only  one  well-known  stimulus. 
The  only  question  in  his  mind  being  then,  when  this  stimulus  is 
to  be  received.  And  if  he  is  to  react  upon  this  stimulus  as  soon 
as  possible,  the  action  must  be  one  beforehand  known  and  prac- 
ticed. Only  when  things  have  been  simplified  for  our  player  in 
this  way,  when  he  has  been  prepared  for  quick  reaction,  will  he 
not  stand  still  bewildered  by  the  problems  of  the  game. 

Having  brought  our  player  around  this  dangerous  corner 
we  are  ready  to  have  him  go  one  step  farther.  He  will  now 
have  to  learn  the  art  of  discrimination.  At  first  he  must  be 
asked  to  discriminate  between  only  two  stimuli,  both  of  them 
well-known  beforehand,  and  to  react  with  a  well.-known  and 
practiced  action  upon  the  receipt  of  one  of  them.  Difficulty  in 
this  group  increases  as  the  nnmber  of  stimuli  that  have  to  be 
discriminated  between,  increases. 

Following  this,  come  games  of  choice  or  judgment.  Here 
the  player  should  at  first  react  upon  only  one  well-known  stimu- 
lus, not  being  asked,  therefore,  to  discriminate.  He  should 
react,  however,  no  longer  with  only  one  action  beforehand 
known  but  must  now  be  made  to  choose  between  several  actions, 
all  of  them  well-known  and  practiced,  the  one  most  suitable  to 
the  occasion.  It  stands  to  reason  that  the  greater  the  range  of 
choice,  the  greater  will  be  the  difficulty  of  the  game. 

After  this  should  come  games  where  discrimination  as  well 
as  judgment  have  to  be  practiced.  That  is,  reaction  by  & 


Z  INTRODUCTION  TO  GAMES 

chosen  suitable  action  now  takes  place  only  upon  the  receipt  of 
a  particular  one  among  two  or  more  stimuli.  With  this  we  are 
practically  at  the  end  of  mental  difficulty  in  games.  The  games 
hereafter  mentioned  all  partake  of  the  type  of  the  last  men- 
tioned ones,  more  or  less.  They  presuppose  all  the  qualities 
from  correct  sight  and  exact  motion  to  quick  reaction  and  good 
judgment.  They  are  organized  games,  mostly  of  a  competitive 
character,  two  or  more  sides  playing  against  one  another  in 
these  games. 

We  distinguish  here  games  of  low  and  high  organization. 
Games  of  low  organization  are  characterized  by  the  fact  that  all 
players  of  one  side  hold  practically  the  same  position  ;  that 
means  at  the  same  time,  all  positions  in  the  game.  Every 
player  plays  the  whole  game.  Organization  proceeds  with  the 
subdivision  of  each  party  to  a  game  and  the  specialization  of 
the  work  that  each  party  is  to  do. 

So  we  have  games  where  each  side  plays  two  positions,  with 
a  number  that  means  at  least  two  players  for  each  position. 
This  divides  the  responsibility  for  the  position  being  well  played 
among  several  individuals.  The  more  individuals  to  each  posi- 
tion, the  smaller  the  responsibility  and  the  lower  the  organiza- 
tion of  the  game.  The  greater  the  number  of  subdivisions  in 
each  game,  the  greater  the  difficulty  of  playing  it.  Basket  ball, 
for  instance,  is  a  somewhat  highly  organized  game,  for  we  have 
here,  among  five  players  of  one  side,  three  positions  to  be  played. 
Two  of  the  more  difficult  positions,  i.  e.,  forward  and  guard, 
have  two  players.  Center  being  the  least  responsible  position, 
is  played  by  only  one.  When  we  come  to  football  the  number 
of  subdivisions  of  a  side  increases.  Yet  we  have  for  some  of  the 
positions  two  players.  Football,  while  a  highly  organized 
game,  is  not  the  most  highly  organized.  Baseball  undoubtedly 
stands  at  the  head  of  highly  organized  games.  Nine  different 
positions  played,  each  one  by  only  one  player.  Each  one  posi- 
tion demands  a  different  style  of  game,  asking  of  the  player 
good  eye,  ear  and  touch,  exact  and  steady  motion,  quick  reac- 
tion, discrimination  and  good  judgment,  and  no  one  to  share 
the  responsibility  with  him  for  the  playing  of  his  position.  If  a 
youth  or  man  play  good  baseball,  and  play  it  so  that  he  can 


INTRODUCTION  TO  GAMES  xi 

play  more  than  one  position  on  the  team,  he  is  very  likely  pos- 
sessed of  all  of  the  above  most  desirable  mental  qualities.  He 
has  in  his  possession  most  formidable  weapons  to  enter  upon  the 
strife  of  life  with. 

I  do  not  wish  to  be  understood  as  meaning  that  all  games  of 
one  class  are  absolutely  more  difficult  than  the  ones  in  the  class 
preceding  it,  nor  that  all  games  of  one  class  must  be  played  first 
before  proceeding  to  the  next  one. 

No  attempt  has  been  made  to  classify  the  games  as  to  their 
fitness  to  be  played  by  either  sex,  that  being  left  to  the  discre- 
tion of  the  teacher. 

If  games  be  well  directed  these  benefits  can  be  secured  for 
all  normal  children.  That  it  is  highly  desirable  to  secure  them 
all,  no  one  will  deny.  In  order  to  make  all  children  play  as 
above  pointed  out,  playing  time,  playing  facilities,  as  locality 
and  apparatus,  are  needed,  but  above  all,  one  to  direct  the  play 
of  children  and  youth  so  that  no  harm  and  a  great  deal  of  bene- 
fit shall  come  from  them. 

If  this  booklet  will  help  to  throw  some  light  upon  the 
methods  how  to  lead  and  teach  playing  children,  it  will  serve 
its  purpose.  The  games  herein  represented  are  not  new  nor 
original.  They  have  been  collected  from  various  sources,  a 
great  many  from  the  pages  of  "  Mind  and  Body."  The  booklet 
possesses,  therefore,  no  merit  in  the  presentation  of  new  games. 
If  it  has  any  merit  at  all,  it  lies  in  the  classification  of  games. 

I  am  still  too  busy  to  write  books,  and  therefore  had  to  avail 
myself  of  the  help  of  others  in  order  to  publish  this  booklet. 
For  compiling  the  games  and  assigning  them  their  proper  places 
in  the  different  classes  of  our  classification,  I  am  indebted  to 
Miss  Annie  Rennard  Hughes,  formerly  my  assistant  at  The 
Normal  School  of  Gymnastics,  but  now  of  the  Select  Friends' 
School  of  Washington,  D.  C.  The  proof-reading  and  prepar- 
ing for  press,  Miss  M.  S.  Haupt,  A.  N.  S.  G.,  '99,  has  done. 
To  the  Freidenker  Publishing  Company,  of  Milwaukee,  Wis- 
consin, my  thanks  are  due  for  allowing  me  the  use  of  such  illus- 
trations as  appeared  with  games  published  in  "Mind  and 
Body."  E.  H.  ARNOLD. 

New  Haven, 

April,  1901. 


1.  WITHOui  rdiuuSE. 

Ulir 

i.     HIPPITY  HOP. 

The  pupils  form  in  line,  one  behind  the  other.  At  the  word, 
to  start,  all  follow  the  leader  around  the  room,  hopping  on  the 
left  and  right  foot  alternately. 

2.  SERPENTINE  MAZE. 

The  girls  grasp  hands  firmly,  then  follow  the  leader  or  head 
of  the  line  easily,  without  pulling  or  jerking.  The  leader,  who 
should  be  the  strongest  and  most  skilful  of  the  girls,  leads  her 
line  about  the  playground,  through  many  turns  and  windings, 
in  the  opposite  direction  to  her  column,  forms  a  loop  by  passing 
through  under  the  upraised  arms  of  two  of  the  players,  then  re- 
mains standing  while  her  column  forms  a  spiral  around  her. 
This  spiral  is  unwound  by  the  last  of  the  column  starting  and 
the  others  following  her,  or  by  the  leader  starting  out  from  the 
center  and  leading  her  column  back  and  forth  through  under 
the  upraised  arms  of  the  followers. 

3.     OU)  SISTER  PHOEBE. 

One  impersonating  the  dame  sits  in  a  chair,  the  others,  join- 
ing hands,  form  a  ring  and  move  around  her  slowly,  chanting  : 

"Old  Sister  Phoebe,  how  happy  was  she 
When  she  sat  under  the  juniper  tree." 

At  the  end  of  every  chant  a  pause  is  made  to  allow  one  from 
those  behind  the  sitter  to  withdraw  and  hide  herself.  This  is 
repeated  until  the  last  has  withdrawn.  Sister  Phoebe,  whose 
sleeping  had  been  soothed  by  the  singing,  awakens  by  the 
silence,  rises,  and  looking  anxiously  around,  calls  loudly  for  her 
charge.  At  the  call,  all  come  running  back  with  the  joyous  cry, 
"Heigh-ho!  says  Rollo." 


II.    GENERAL  IMITATION. 

4.     PLAYING  CARS. 

Each  player  is  given  some  part  of  a  train  to  represent  (the 
engine,  whistle,  passengers,  conductor,  etc.).  Being  arranged 
in  order,  the  engine  leading,  they  march  or  run  around,  each 
imitating  the  part  he  represents,  stopping  at  stations,  etc. 

5.     PLAYING  HORSE. 

Several  players  represent  horses  and  move  around  in  imita- 
tion of  them,  while  others,  as  drivers,  have  ropes  attached  to  the 
horses  or  catch  hold  of  some  part  of  their  clothing  and  drive 
them,  imitating  the  various  motions  of  a  driver. 

6.     SKATING. 

This  consists  simply  in  imitating  the  movements  of  skating, 
by  sliding  along  the  floor,  singly  or  in  two's  or  three's. 

7.     PLAYING  BIRDS. 

Each  player  imitates  the  flying  of  birds  by  moving  around , 
waving  the  arms  as  wings.  Two  or  three  may  group  together, 
and  form  a  nest,  another  represent  the  mother  bird,  and  another 
the  father,  while  the  remaining  players  are  young  birds.  The  old 
birds  go  out  and  return  with  food,  which  they  feed  to  the  young 
ones,  and  so  on,  as  the  imagination  of  the  players  suggests. 

8.     THREAD  AND  NEEDLE. 

All  the  players  join  hands  and  form  a  line.  The  two  players 
at  the  ends  of  the  line  begin  the  game  with  the  following  dia- 
logue : 

A — "  How  many  miles  to  Babylon  ?" 

B — "  Three  score  miles  and  ten." 

A—"  Can  I  get  there  by  candle-light  ?" 

B — "  Oh,  yes,  and  back  again." 

A — "  Then  open  the  gates  as  high  as  the  sky, 
And  let  the  king  and  his  men  pass  by." 

B,  and  the  player  next  to  him  then  raise  their  hands  as  high 
as  possible,  and  the  rest  of  the  players,  led  by  A,  pass  under  the 


arch  thus  formed.    The  dialogue  is  then  repeated,  B,  being  now 
the  questioner  and  "  threading  the  needle  "'in  his  turn. 

This  game  may  also  be  varied  by  having  the  players  dis- 
perse over  the  playground  as  soon  as  they  have  passed  under 
the  two  players'  upraised  arms,  the  latter  pursuing  them.  The 
two  first  caught,  then  take  their  places  at  the  end  of  the  line  to 
form  the  arch,  and  the  whole  is  repeated.  Played  in  this  way 
the  game  is  more  one  of  judgment. 

9.     I  WENT  TO  PARIS. 

The  players  stand  in  a  circle.  The  leader  says  :  "I  went 
to  Paris  and  bought  a  pair  of  scissors,"  at  the  same  time  imi- 
tating cutting  with  scissors  with  the  two  first  fingers.  This  con- 
tinues on  around  the  circle  until  all  are  imitating  cutting.  This 
continues  while  the  leader  says  :  "I  went  to  Paris  and  bought 
a  fan,'.'  fanning  himself  with  his  hand  but  still  keeping  up  the 
cutting.  This  continues  around  as  before  until  all  are  cutting 
and  fanning.  The  leader  then  continues,  ' '  I  went  to  Paris  and 
bought  a  rocking-chair,"  rocking  his  body  and  continuing  the 
others.  This  goes  around  the  circle  and  so  on  as  the  leader 
chooses. 

10.     BUTTERFLIES  AND  BEES. 


Butterflies,  Butterflies,  happy  and  gay, 
Where  are  you  flying  this  bright  summer  day  ? 
We're  sipping  the  honey  from  out  of  the  flowers. 
We're  busy  all  the  long,  bright,  summer  hours. 

Busy  bees,  busy  bees,  happy  and  gay, 
What  are  you  doing  this  bright  sunny  day? 
We're  gathering  honey  from  out  of  the  flowers  ; 
That  we  may  have  food  in  the  long  winter  hours. 

This  is  a  circle  game.  Several  children  are  butterflies  and 
others  are  bees.  The  butterflies  fly  with  a  half-circular  move- 
ment of  the  arms,  representing  the  opening  and  shutting  of  the 


fl 


butterfly's  wings.  Those  who  are  bees  fly  as  bees  do.  The 
children  in  the  circle  are  flowers  of  various  kinds,  some  growing 
near  the  ground,  others  are  tall.  They  hold  their  hands  with 
wrists  together  for  flowers,  and  as  the  bees  and  butterflies  pass, 
they  gather  honey.  The  children  on  the  outside  sing  the  first 
two  lines,  the  butterflies  answering.  While  the  children  sing 
the  first  two  lines  of  the  second  verse,  the  bees  fly  about  and  we 
hear,  "  buzz,  buzz."  Then  they  sing  their  reply  and  all  form  a 
circle  again. 

ii.     THE  WASHER- WOMAN. 


i 


j^ 


p£ 


Come  show  your  little  foot,  and  show  your  little  shoe ;  see  what  the  bus- 


J  J  j 


y      wash     -    er  women  do  !       They  wash,  wash  ;  they  wash,  wash  ;  the 


^ 


JJ   I'Jl    J  J 


live-long  day.     They  wash,  wash  ;   they  wash,  wash  ;  the  live-long  day. 


Verse  like  the  ist  but,  substitute  wrench  for  wash. 

starch      " 


talk 

eat 
rest 


The  girls  stand  in  a  circle  at  ordinary  distance  between  them. 
During  the  first  part  of  the  song,  up  to  the  words  "washer- 
women do,"  they  take  step-position  right  and  left  alternately, 
with  rising  on  toes.  With  the  word  indicating  the  action  of 
washing,  wrenching,  etc.,  they  execute  a  corresponding  move- 
ment. If  interest  continues,  any  number  of  actions,  as  mending, 
scrubbing,  etc.,  may  be  gone  through  with. 

Another  variation  of  this  game  that  our  girls  play,  consists  in 
naming  the  days  of  the  week  on  which  the  different  activities 
are  performed.  It  is  sung  to  a  popular  air  with  which  most 
children  are  acquainted. 


III.    SENSUAL  APPARATUS. 

I.     SIGHT. 

12.     CITY  AND  COUNTRY. 

(SECONDARILY  REACTION.) 

The  players  are  divided  into  two  parties,  who  take  their 
places  opposite  each  other  at  a  few  feet  distance,  one  side  repre- 
senting the  city  and  the  other  the  country.  Each  selects  some 
occupation  peculiar  to  what  they  represent,  one  showing  theirs, 
while  the  other  watches  and  tries  to  guess  the  occupation  shown. 
As  soon  as  it  is  guessed  the  side  representing  it  must  turn  and 
run  to  their  goal  (  a  spot  or  line  behind  them  previously  agreed 
upon),  while  the  guessing  side  pursues.  All  tagged  before 
reaching  the  goal  must  take  their  places  with  the  side  catching 
them.  If  no  one  is  caught,  the  same  side  represents  another 
trade,  otherwise  the  other  side  takes  its  turn  at  representing  and 
the  game  continues  as  before.  The  side  having  the  largest 
number  of  players  at  the  close  of  the  game  is  the  winner. 

13.  "  BUTTON,  BUTTON,  WHO  HAS  THE  BUTTON  ?  " 
The  players  standing  in  a  line,  side  by  side,  pass  from  one  to 
anothei  a  button,  trying  to  conceal  from  the  one  standing  in 
front  who  has  it.  He  asks  the  question  :  "  Button,  button,  who 
has  the  button?",  at  the  same  time  naming  the  player  he  thinks 
has  it.  If  he  guesses  correctly,  he  changes  places  with  the  one 
having  it,  if  not  he  continues  until  he  finds  it. 

A  game  similar  to  this  may  be  played  with  a  small  ring  on  a 
rope.  The  players  stand  in  a  circle  grasping  the  rope  and  pass 
the  ring  from  one  to  another,  the  center  player  guessing  as  be- 
fore. 

14.  HIDE  THE  HANDKERCHIEF. 
All  the  players  but  one  leave  the  room,  the  one  remaining 
hiding  a  handkerchief  or  other  small  object.  When  it  is  hidden 
the  other  players  are  called  in  to  hunt  for  it,  the  one  finding  it 
hiding  it  the  next  time.  The  player  who  hid  it  may  tell  the 
other  players  of  their  nearness  to  it  by  calling  "  warm,"  when 
they  are  near  it,  and  "  cold  "  when  they  are  away  from  it. 


IO 

15.     CHALK  THE  ARROW. 

This  is  usually  played  in  the  city  streets,  one  player  running 
ami  trying  to  keep  out  of  sight  of  the  others  who  follow.  The 
runner  is  given  time  to  disappear  around  the  first  corner  before 
the  others  start  after  him,  and  at  every  corner  he  turns  marks 
(with  chalk)  an  arrow  pointing  in  the  direction  he  takes.  Those 
pursuing  follow  by  the  arrows,  the  first  one  seeing  him  being  the 
runner  for  the  next  time. 

This  may  also  be  played  by  having  any  number  run  and  only 
one  follow,  the  first  seen  becoming  "  it "  for  the  next  time. 

16.     GUESS  BALL.  ' 

The  players  stand  in  a  row.  A  leader  stands  a  short  distance 
in  front  of  the  line  with  back  turned  to  the  line.  The  players 
pass  a  hollow  rubber  ball  to  and  fro  in  front  of,  or  behind,  them, 
while  the  leader  counts  ten.  The  player  holding  the  ball  when 
he  says  "  ten  "  must  throw  the  ball  at  the  leader.  If  successful 
in  hitting  the  leader,  the  latter  quickly  turns  and  tries  to  dis- 
cover from  the  various  attitudes  of  the  players,  who  struck  him. 
If  he  names  the  right  one,  this  one  exchanges  places  with  him 
or  her,  and  the  game  proceeds  as  before.  If  the  leader  guesses 
wrong,  he  must  do  it  over  again.  If  the  thrower  does  not  hit 
the  leader,  he  must  exchange  places  with  him. 

17.     HARE  AND  HOUND. 

Two  or  more  persons  representing  the  hares,  and  provided 
with  a  large  quantity  of  scraps  of  paper  are  given  a  start  of 
several  minutes  and  run  a  certain  length  of  time  agreed  upon 
before,  then  return  by  another  route  to  the  starting  point,  all  the 
time  scattering  paper  in  their  path.  After  the  lapse  of  the 
number  of  minutes,  handicap  given  the  hares,  those  representing 
the  hounds  start  in  pursuit,  following  by  the  scraps  of  paper, 
(never  leaving  that  path),  trying  to  catch  the  hares  before  they 
reach  the  starting  point  in  returning. 

The  handicap  given  the  hares  should  be  small,  depending 
on  the  running  abilities  of  the  hares  and  hounds.  The  fastest 
runners  are  usually  picked  out  for  the  hounds. 


II 

i8.  ANTE-OVER. 
(SECONDARILY  ACCURACY  OF  MOTION.) 
The  players  are  divided  into  two  parties  who  stand  on  op- 
posite sides  of  a  house.  A  player  on  one  side  throws  the  ball 
over  the  house.  The  members  of  the  other  party  try  to  catch  it. 
If  unsuccessful,  they  pick  it  up  and  throw  it  over  the  house  to 
the  first  party  again.  This  continues  till  some  one  catches  the 
ball,  when  the  catcher  runs  around  the  house  and  tries  to  strike 
some  member  of  the  other  party.  The  one  who  is  hit,  must  re- 
turn with  his  captor  and  belongs  to  the  other  party.  The  game 
is  kept  up  till  one  party  wins  over  all  the  members  of  the  other. 

19.     WOLF. 

Any  number  of  children  may  play  this  game,  which  is  a  form 
of  Hide  and  Seek.  The  game  is  commenced  by  "counting 
out,"  and  the  player  chosen  to  be  "  it  "  is  called  the  wolf.  The 
wolf  then  hides,  while  the  other  players  remain  by  the  goal, 
which  is  usually  a  tree,  stone,  or  other  large  object.  About  a 
minute  is  allowed  the  wolf  in  which  to  hide,  and  when  the  time 
is  up  those  at  the  goal  call  out,  "  Coming  !  Say  nothing."  If 
the  wolf  is  not  ready,  he  cries,  "  No,"  and  a  little  more  time  is 
allowed  him.  The  players  then  commence  a  search  for  the  wolf, 
and  whoever  is  successful  calls  out,  "  Wolf,"  whereupon  all  run 
for  the  goal.  The  wolf  dashes  from  his  hiding-place  and  tries 
to  touch  any  of  the  players  as  they  hasten  toward  the  goal.  If 
he  succeeds,  the  person  or  persons  touched  also  become  wolves 
and  hide  with  him.  The  object  of  the  game  is  to  avoid  being 
made  a  wolf.  The  play  continues  until  all  are  wolves  ;  and  the 
first  one  caught  by  the  wolf  must  be  wolf  in  the  next  game.  The 
wolf  need  not  wait  to  be  found,  but  may  run  out  and  attack  the 
players  whenever  he  thinks  there  is  a  chance  to  touch  one  of 
them.  If  the  wolf  can  reach  the  goal  before  any  of  the  players, 
he  can  frequently  touch  a  great  number  of  them  as  they  come 
in.  When  he  holds  the  goal  in  this  way,  one  of  the  players 
generally  tries  to  lead  him  off  on  a  chase,  thus  sacrificing  him- 
self that  the  others  may  reach  "  home  "  in  safety.  If  this  is  not 
done,  the  game  may  be  blocked  through  the  fear  of  the  players 


12 

while  the  wolf  is  so  near  ;  and  it  is,  therefore,  wisest  for  all  to 
make  a  dash  for  the  goal.  The  wolves  may  all  hide  in  one  den  ; 
and  any  one  of  the  players  may  remain  at  the  goal  instead  of 
looking  for  the  wolf,  if  he  wishes  to  do  so. 

20.     HIDE  AND  SEEK. 
(SECONDARILY  REACTION.) 

One  player  is  chosen  to  be  "  it,"  and  hides  his  eyes  until  he 
counts  up  to  fifty  or  some  number  agreed  upon,  the  others  in  the 
meantime  hiding.  When  he  has  finished  counting  he  calls, 
"  Coming,"  and  if  anyone  is  not  ready  he  answers,  "  No,"  and 
is  given  more  time,  otherwise  the  one  who  is  "  it  "  starts  out  to 
hunt  the  others.  When  he  sees  anyone  he  calls  their  name  and 
runs  and  tags  the  base  ;  if,  however,  the  person  seen  can  tag  the 
base  first  he  is  said  to  be  in  "  free,"  and  cannot  be  made  "  it " 
for  the  next  time.  The  first  one  seen  and  tagged  for,  takes  his 
place  as  "  it  "  for  the  next  game.  At  any  time  any  player  who 
has  a  chance  to  run  and  tag  the  base  before  the  catcher  can,  may 
do  so  and  thus  be  "  free." 

21.     CURTAIN  BALL. 
(SECONDARILY-REACTION.  ) 

A  number  of  players,  up  to  about  ten  to  each  side,  are 
stationed  over  each  half  of  the  play-space  which  is  divided  in  the 
center  by  a  curtain  about  eight  feet  high,  thus  hiding  the  play- 
ers from  each  others'  view.  A  basket-ball  is  tossed  over  the 
curtain,  from  one  side  to  the  other,  and  must  be  caught  before  it 
touches  the  ground.  If  not  caught,  it  counts  one  point  against 
the  side  making  the  miss.  As  the  ball  is  not  seen  coming  until 
above  the  curtain,  the  catching  of  it  requires  no  small  amount  of 
alertness  and  quickness  on  the  part  of  all  the  players. 

22.     THE  SHEPHERD  AND  SHEEP. 

(  SECONDARILY  REACTION — DISCRIMINATION.  ) 

A  place    large  enough  to  hold  all   players  is  selected  and 

marked  by  little  stones,  etc.;  a  stake,   about  a  foot  or  so  high 

and  above  ground,  represents  the  gate  of  the  pen.     This  gate  is 

watched  by  the  shepherd,  who  becomes  drowsy  and  falls  asleep, 


the  inclosed  sheep  meanwhile  walking  out  and  scattering  in 
various  directions  to  hide.  The  baaing  of  the  sheep  in  the  dis- 
tance finally  awakens  the  shepherd,  who,  seeing  what  has  hap- 
pened, quickly  replaces  his  gate  and  runs  forth  in  search  of  his 
flock.  Espying  a  sheep,  he  returns  to  his  post  and  taps  the  gate 
three  times,  calling  the  name  of  the  player  seen.  Unless  the 
sheep  found  should  reach  the  pen  first  and  pull  out  or  hurl  away 
the  gate  before  the  shepherd  can  reach  and  tap  it,  he  must  enter 
the  pen.  Any  sheep  from  without,  who  can  remove  the  gate 
without  being  caught,  as  above,  frees  all  the  sheep  within  the 
inclosure,  the  shepherd  being  required  to  first  repair  his  pen,  be- 
fore again  seeking  his  sheep.  In  case  all  sheep  are  caught,  the 
first  one  caught  exchanges  places  with  the  shepherd. 

II.    HEARING. 
23.     FRENCH  BLIND  MAN'S  BUFF. 

A  pupil,  furnished  with  a  wand  and  blindfolded,  is  standing 
in  the  center  of  a  group  of  players,  a  circle.  The  playmates 
dance  and  hop  around  him,  until  he  signals  them  to  stop  by 
tapping  the  floor  with  his  wand.  He  points  his  wand  at  the 
players  and  asks  a  question,  to  be  answered  by  the  pupil  pointed 
out,  in  a  disguised  voice.  Should  the  blindfolded  player  recog- 
nize the  voice,  he  is  relieved  by  the  owner  thereof. 

24.     BLIND  MAN'S  BUFF. 

One  player  is  blindfolded  and  stands  in  the  middle  of  the 
playground  while  the  others  scatter  around.  The  player  who  is 
"it"  tries  to  catch  someone,  following  by  the  sound  of  their 
footsteps,  whoever  is  caught  becoming  "  it". 

THE  BLIND  CHASE. 

A  stake  about  six  feet  long  is 
driven  into  the  ground.  To  the 
top  of  it  are  fastened  by  one  end, 
two  stout  cords,  from  two  to  four 
yards  long.  Two  players  on  op- 
posite sides  of  the  stake  grasp  the 
loose  ends  of  these  ropes.  Both 
are  blindfolded.  One  is  the  hunter, 
the  other  the  game.  When  all 
are  ready,  the  game  howls,  and 


14 

the  hunter  starts  after  it.  The  game  attempts  to  evade  the 
hunter  by  every  means,  but  neither  the  game  nor  the  hunter 
may  let  go  the  cord.  This  is  continued  till  the  game  is  caught, 
when  two  new  players  are  chosen. 

26.     RUTH  AND  JACOB. 

A  number  of  boys  and  girls,  standing  in  close  order  with 
hands  grasped,  form  a  circle.  One  player  is  within  the  circle. 
She  is  blindfolded  and  then  turned  around  several  times.  She 
then  walks  forward  and  touches  one  of  the  boys.  Should  she 
fail  to  touch  a  boy  the  first  time,  she  follows  the  circle  or  crosses 
it,  till  she  has  touched  the  boy.  The  boy,  as  soon  as  touched, 
enters  the  circle.  The  girl  now  calls  out,  "Where  art  thou, 
Jacob?"  and  the  boy  answers,  "Here."  Guided  by  his  voice, 
she  endeavors  to  catch  him,  and  he  attempts  to  evade  her. 
She  continues  to  call  him  and  to  try  to  catch  him.  He 
must  always  answer  and  evade  her  if  possible.  This 
is  continued  till  he  is  caught.  She  must  now  identify 
him.  (If  she  fails,  she  must  begin  again,  touching  an- 
other boy  in  the  circle,  etc.)  This  done,  "he  is  blindfolded 
and  brings  out  one  of  the  girls  from  the  circle,  to  whom  he  calls, 
"  Where  art  thou,  Ruth  ?"  The  game  can  be  continued  thus 
as  long  as  desired. 

If  there  be  no  boys,  a  girl  can  take  the  place  of  Jacob,  under 
the  name  of  Sarah,  or  some  other  name. 

27.     FOLLOWING  THE  SOUND. 

This  is  the  same  as  Ruth  and  Jacob,  except  that  there  are  no 
Ruth  and  Jacob  calls,  and  the  one  pursued  has  a  whistle.  When 
the  pursuer  touches  any  member  of  the  circle,  the  one  touched 
calls  out,  "  Fire." 

28.     EXCHANGE. 

All  the  players  but  one,  who  is  blindfolded  and  stands  in  the 
center,  are  seated  on  the  floor  in  a  circle.  The  center  player 
calls  the  names  of  two  players  who  must  exchange  places  with 
each  other,  and  tries  to  catch  either  before  they  reach  their  new 
places.  The  one  caught  is  then  blindfolded  and  the  game  con- 
tinues as  before. 


15 

2Q.  "STILL  POND,  NO  MORE  MOVING." 
One  player  is  blindfolded  and  led  out  to  the  center  of  the 
playground.  The  others  separate,  trying  to  get  as  far  as  pos- 
sible from  the  one  who  is  blindfolded,  who,  after  allowing  them 
a  short  time  in  which  to  move,  says,  "  Still  pond,  no  more  mov- 
ing," after  which  each  person  is  allowed  to  take  twenty  steps 
(or  less)  in  order  to  escape  from  the  blindfolded  one,  who  tries 
to  follow  by  the  sound  of  the  steps  and  catch  them.  The  one 
caught,  is  then  blindfolded  and  the  game  proceeds  as  before. 

This  may  also  be  played  by  allowing  no  steps  after  the  words, 
"  Still  pond,  no  more  moving,"  and  having  the  person  caught 
recognized  by  the  catcher  feeling  his  clothing,  etc.  If  the 
catcher  does  not  guess  correctly  whom  he  catches,  he  must  con- 
tinue until  a  correct  guess  is  made.  The  game  then  becomes 
one  to  educate  the  touch. 


3.    TOUCH. 

30.     "  WHO  ART  THOU  ?" 

A  pupil  standing  in  the  center  of  a  circle  of  players  is  blind- 
folded. The  others  run,  and  dance  around  him  until  he  calls, 
"  Halt."  Then  he  advances  until  he  touches  someone,  whom 
he  must  recognize  by  feeling  his  clothing,  etc.  If  he  guesses 
correctly,  he  takes  his  place  in  the  circle,  and  the  one  touched  is 
blindfolded  in  the  center. 

31.     RING  THE  BELLS. 

Two  pairs  of  dumb-bells  are  crossed  and  placed  on  the  floor 
in  the  center  of  a  circle  of  players.  One  player,  blindfolded  and 
having  in  his  hand  a  wand,  stands  also  in  the  center.  After 
turning  around  three  times  he  feels  for  the  bells  with  the  wand, 
being  allowed  three  trials — every  touch  of  the  floor  counting  as 
a  trial.  Whether  or  not  he  succeeds  in  touching  the  bells  in 
three  trials,  the  next  player  takes  his  place,  and  so  on  until  all 
have  tried. 

32- 

See  second  method  of  playing  "  Still  Pond,  No  More  Mov- 
ing," under  "  Hearing." 


16 

IV.    ACCURACY  OF  MOTION. 

33.     BAG  IN  THE  RING. 

Three  concentric  circles  are  drawn,  the  largest  about  six  feet 
in  diameter.  The  players  stand  at  a  distance  in  accordance 
with  their  skill,  and  each  throws  a  bean  bag  so  that  it  will  alight 
in  the  center  circle  or  as  near  it  as  possible.  If  it  alights  in  the 
center  one,  it  counts  twenty  points  ;  in  the  next  larger,  fifteen, 
and  in  the  largest,  five.  If  on  a  line,  it  is  counted  as  being  in  the 
next  larger  circle.  The  player  scoring  the  largest  number 
of. points  in  a  given  number  of  trials  or  a  certain  length  of  time 
wins  the  game. 

A  similar  game  may  be  played  using  dumb-bells,  which  are 
rolled  along  the  floor. 

34.  SACK  GAME. 

Make  a  board  2x3  feet  in  size,  with  an  opening  six  inches 
square  in  the  center,  mounted  by  a  strip  of  wood  about  three 
inches  wide,  the  board  to  be  held  in  a  slant  position  by  a  sup- 
port in  the  back.  The  players,  provided  with  bean  bags  about 
four  inches  square,  throw,  hurl  or  thrust  the  bag  from  a  distance 
agreed  upon.  Bags  passing  through  the  center  score  ten  points  ; 
bags  landing  on  the  top  of  the  board  score  five  points,  and  bags 
landing  on  the  floor  diminish  the  score  by  five  points.  Bags 
displaced  count  for  the  owners  as  they  fall.  Score  100. 

35.  ROLL  BALL. 

Players  form  in  a  circle  with  hands  grasped.  A  starter 
stands  in  the  center  and  tries  to  kick  the  ball  so  that  it  will  roll, 
but  not  leave  the  ground  and  pass  through  between  two  mem- 
bers of  the  circle.  These  roll  it  back.  This  continues  till  the 
ball  goes  through,  when  the  player  on  whose  right  side  it  passed, 
exchanges  places  with  the  center  player. 

36.     LEADER  BALL. 

The  players  form  in  a  straight  line  side  by  side,  one  stand- 
ing in  front  with  a  basket  ball.  This  is  thrown  by  the  leader  to 


the  first  in  the  line,  who  throws  it  back  to  the  leader,  by  whom 
it  is  thrown  to  the  second  and  so  on  down  the  line.  If  anyone 
misses  it,  he  takes  his  place  at  the  foot  of  the  class.  If  the 
leader  misses  twice,  he  takes  his  place  at  the  foot,  and  the  one 
then  standing  at  the  head  becomes  leader. 

37.     TREE  BALL. 

This  is  similar  to  "  Pussy  Wants  a  Corner,"  but  is  espe- 
cially adapted  to  be  played  in  the  woods.  Trees  are  chosen 
for  all  players  but  one.  Each  player  being  beside  the  tree 
chosen,  the  one  left  over,  kicks  a  football  so  that  it  shall  strike 
one  of  the  players  at  the  trees.  These  may  move  around 
the  trees, ,but  must  not  get  beyond  arm's  reach  of  them.  If  a 
player  is  struck,  places  are  exchanged  with  the  former  kicker. 
The  kicker  may  at  any  time  shout,  "Change  places,"  when 
each  player  must  exchange  with  some  other.  The  kicker  tries 
to  gain  one  of  these  places.  If  successful,  the  one  losing  a  place 
becomes  kicker. 


38. 


X 


FIRST   PARTY. 


O         O         O         O 


X      X      X      X      X      X      X 


O 

O 

CORNER  BALL. 

A  space  about  thirty  feet 
long  and  twenty  feet  wide  is 
needed  for  the  game  (see  fig- 
ure). A  line  (i)  divides  this 
into  two  equal  parts.  At 
each  corner  is  a  base.  Each 
party  forms  in  a  straight  line 
about  eight  feet  from  the  line. 
Two  members  of  each  party 
take  positions  in  the  bases  on 
the  other  side.  Number  One, 
of  the  first  party,  then  throws 
the  ball  over  the  heads  of  the 
second  party  to  one  of  his 
fellows  on  either  of  the  bases. 
If  he  catches  it,  he  throws  it 
back.  The  opposing  party 
tries  to  intercept  the  ball  and, 


1 


i8 


if  successful,  gains  one  point.     The  play  then  continues,    the 
other  side  throwing  the  ball.     The  rules  of  the  game  are  : 

1.  The  members  of  each  party  may  move  about   freely  in 
their  space. 

2.  No  member  may  cross  the  line. 


39.     PROMOTION. 

The  players,  seven  in  number, 
place  themselves  in  a  circle  about 
two  paces  apart.  Each  one  stands 
in  a  small  circle  marked  on  the 
floor  with  chalk.  (See  cut.)  In 
each  space  is  written  one  of  the 
following  words:  i,  General;  2, 
Colonel  ;  3,  Captain  ;  4,  Lieuten- 
ant ;  5,  Sergeant ;  6,  Corporal ;  7, 
Private.  The  persons  occupying 
the  circles  bear  the  titles  written 

therein.  The  General  has  a  ball  which  she  throws  to  someone 
in  the  circle.  If  the  person  to  whom  it-is  thrown  catches  it,  she 
returns  it  to  the  General,  who  throws  it  again  to  someone  in  the 
circle.  If  the  ball  is  not  caught,  the  player  who  misses  it  must 
pick  it  up  and  bring  it  back.  At  the  same  time  all  players  in 
the  circle  step  backward  two  steps  and  then  return  into  the  cir- 
cle, trying  to  get  a  higher  position. 


40.     BUTTONS. 

A  shallow  hole  is  dug  in  the  ground,  and  each  player  stands 
twelve  feet  away  and  tosses  a  button  toward  the  hole.  When 
all  have  tossed,  the  player  whose  button  is  nearest  to  the  hole, 
has  first  chance  to  put  the  other  buttons  in  the  hole  by  striking 
them  with  his  thumb.  All  buttons  thus  placed  belong  to  the 
player,  but  as  soon  as  he  misses,  the  person  who  was  next  best 
in  the  first  tossing,  takes  his  turn.  In  striking  the  button  the 
hand  is  held  stiffly,  the  thumb  being  extended,  and  the  motion 
being  made  with  the  whole  hand. 


19 

4i.     TOSSING  WANDS. 

The  players  stand  in  two  lines  facing  each  other,  those  on 
one  side,  each  having  a  wand.  This  is  thrown  to  the  person 
opposite  and  returned  in  the  same  way.  The  distance  between 
the  lines  may  be  increased  to  make  the  game  more  difficult,  or 
the  ones  who  throw,  stand  with  their  backs  to  those  opposite  and 
throw  backward  over  their  heads.  The  latter  may  be  done  with 
the  players  standing  in  a  circle  and  using  only  one  or  more 
wands. 

42.     CHASE  BALL. 

1.  The  players  are  divided   into  two  parties.     Each  party 
then  arranges  itself  into   two  ranks  facing  each  other.     The 
ranks  are  from  two  to  five  paces  apart,  as  space  will  permit,  and 
the  two  parties  are  two  or  three  paces  apart. 

The  ranks  in  each  party  are  numbered  one  and  two.  All 
being  ready,  a  ball  is  given  to  the  first  member  of  rank  one  in 

each  party.     She  throws  to  the 

I4' RAM  i'      i      4,     j,     _L  member  of  rank  two,  just  oppo- 

2°.  mi}#:h/>  _Je PARTY        site  ner>  wno  throws  it  to  the  sec- 

ond member  of  rank  one,  and  so 
~  J'|2fipARrt  on.  When  the  ball  gets  to  the 
^  J>~  last  member  of  the  party,  it  is 

returned  to  the  first  member  by 

the  same  zigzag  path.     The  party  which  returns  the  ball  to  the 
first  member  first,  wins  the  game.    '(See,  figure.) 

2.  The  players  are  arranged  in  four  ranks,  numbered  i,  2, 
3  and  4.     (See  figure.)     Ranks 

i   and   2  face    ranks  3   and    4.          I5-TRANK.^    ^-    —    —    --    — 

Ranks  i    and   2  constitute  one 

party,  and  ranks    2    and  4  the 

other.     Hence,  the  ball  must  be 

thrown  over  one  rank  each  time. 

Otherwise  the  game  is  like  No.  i . 

3.  The  players  form  a  circle  facing  inward.     Each  half  of 
the  circle  constitutes  a  party,  as  shown  in  cut.     Otherwise  the 
game  is  the  same  as  before. 


2O 

4-     The   two   parties   form  separate 
^       circles,  the  one  within  the  other.     The 

inner  party  faces  -^        "- 

^  outward,      the,  i 

other  party  faces  *  ^ 

'  r    inward.     Two 

>:       balls  a  re  used  by  )       ^ 

^  each  party.  V^  V 

5.     The  par-      ^          ^    ^          ^ 

ties  form  separate  circles  and  the  ball 
must  pass  around  the  circle  three  times. 
The  party  which  first  accomplishes  this,  wins. 

43.     WANDER  BALL. 

This  is  similar  to  Chase  Ball  (No.  42)  but  parties  are  not 
formed.  The  player  who  first  succeeds  in  catching  the  ball 
twenty  (or  any  other  given  number)  times,  is  winner.  This 
is  made  more  interesting  by  singing  some  children's  song  along 
with  it,  such  as,  "  All  the  birds  have  come  again,"  or  any  other 
suitable  song,  the  ball  being  thrown  at  the  time  suggested  by 
the  song. 

44.     AIMING  AT  CLUBS. 

The  players  stand  in  a  front  rank  with  several  feet  between 
the  members.  In  front  of  each,  in  accordance  with  the  average 
skill  of  the  players,  is  placed  one  club.  Each  player  being  pro- 
vided with  a  bean  bag  tkrows  it  at  the  club  in  front  of  him,  try- 
ing to  knock  it  down.  The  player  doing  so  the  greatest  num- 
ber of  times,  is  the  winner. 

This  game  may  also  be  played  by  having  two  clubs  placed 
close  together,  and  the  players  try  to  throw  the  bean  bags  be- 
tween them  without  hitting  the  clubs.  The  distance  between 
the  clubs  and  the  players  and  between  the  two  clubs,  may  be 
varied  to  increase  or  decrease  the  difficulty. 

45.     CATCHBALL. 

This  game  may  be  played  in  a  variety  of  ways. 
(A)     i.     Each  girl  is  given  a  ball.-    The  teacher  or  leader 
fixes  a  definite  number  of  times  that  the  ball  is  to  be  caught. 


21 

At  a  given  signal  all  players  throw  up  their  balls  and  catch  them 
again,  with  one  or  both  hands,  as  rapidly  as  possible.  The  one 
who  gets  through  first,  without  having  dropped  the  ball,  is  the 
winner. 

2.     Players  are  arranged  in  ranks  and  the  ball  throwing  is 
done  in  time. 

(a)  Throwing  and  catching  with  both  hands. 

(b)  Throwing  and  catching  with  one  hand,  i.  e.,  throwing 
with  right  hand  and  catching  with  left  and  vice-versa,  or  throw- 
ing and  catching  with  right  and  left  hand  alternately. 

(c)  Throwing    with  one  hand,  catching   with  both  hands, 
wrists  together  at  height  of  shoulder. 

(d)  Throwing   with   one  hand,  catching  with   two  hands, 
wrists  crossed. 

(e)  Throwing   and   catching  in  semi-circle.     The    ball    is 
thrown  with  the  right  hand  over  the  head  and  caught  with  the 
left  hand,  and  vice-versa.     The  arms  are  extended  sidewise. 

(f)  The  ball  is  thrown  upward  with  the  right  hand,  crossed 
under  the  left  forearm  and  caught  by  the  same  hand. 

The  winner  is   she  who  continues  longest  without  dropping 
the  ball.     A  player  missing  the  ball  steps  out. 
,       The  exercises  may  follow  alternately  or  be  combined  with 
rising  on  tip-toe,  bending  knees,  and  other  leg  exercises. 

(B)  Throw  a  ball  upwards,  calling  on  a  playmate  to  catch 
the  same.     Throw  a  ball  upwards  under  the  right  leg,  left  leg  ; 
upwards  with  the  right  hand  under  the  left  leg,  and  vice-versa. 
Throw  a  ball  upwards  in  front  and  catch  in  the  rear ;  upwards 
in  the  rear,  catch  in  front ;  with  the  right  hand  over  the  right 
shoulder,  from  the  rear  ;  left  same.     With  the  right  handover 
the  left  shoulder  from  the  rear;  left  hand  over  right   shoulder 
catching  with  same,  or  other  hand. 

(C)  Form    a  circle    "  in   front"  (pupils  facing  the  center 
player),  double  arms'    length  distance   between  pupils.     Odd 
pupils  (and    even  pupils  alternately)  toss  a  ball  to  each  other 
sideward,  left  of  right,  and  over  the  heads  of  the  even  pupils, 
the  center  player  endeavoring  to  get  the  ball  in  case  of  a  "  miss" 
and  exchanging  places  with  the  pupil  who  missed  the  ball. 


22 

Form  a  circle  "  in  flank"  (pupils  behind  each  other — left  or 
right  flank  toward  center),  arm's  length  between  pupils.  Toss 
the  ball  overhead,  bending  backward,  toward  next  pupil,  or,  as 
above,  to  odd  pupils.  The  center  player  exchanges  places  upon 
securing  the  ball,  as  above. 

(D)  i.  This  is  played  at  the  side  of  a  high  unbroken  wall. 
The  players  stand  in  a  line.  The  first  one  throws  the  ball  three 
times,  catching  it  as  it  rebounds.  The  next  now  does  the  same 
thing,  and  so  on  till  all  have  done  so.  The  first  then  begins 
anew,  throwing  it  six  times  and  so  on.  At  each  time  that  her 
turn  comes  again  she  throws  it  twice  as  many  times  as  before, 
until  she  reaches  ninety-six,  or  such  other  number  as  is  agreed 
upon.  Any  player  missing  the  ball  must  begin  with  three  again 
when  her  turn  recurs.  This  is  continued  until  one  of  the  players 
reaches  the  number  agreed  upon,  who  then  is  the  winner. 

2.  The  first  player  throws  the  ball  while  the  second,  stand- 
ing behind  her,  catches  it  and  throws  it  against  the  wall  again 
for  the  first  one  to  catch.  Otherwise  this  is  the  same  as  i. 

46.     RING  BALL. 

This  is  played  with  a  tennis  ball,  which  is  thrown  through  a 
ring  about  ten  inches  in  diameter  suspended  at  a  height  of  about 
five  or  six  feet.  The  object  is  to  see  how  often  this  can  be  accom- 
plished. 

47.     RING  TOSSING. 

Two  players  stand  facing  each  other  at  a  distance  in  accord- 
ance with  their  skill,  one  holding  a  wand,  or. wooden  foil,  on 
which  he  catches  the  wooden  rings  which  the  other  player  tosses 
to  him.  Rings  about  six  inches  in  diameter  are  used,  and  must 
be  thrown  so  that  they  will  go  through  the  air  horizontally. 
The  players  take  turns  at  throwing  and  catching. 

48.  RUNNING  THROUGH  HOOPS. 
Each  player  is  provided  with  a  hoop,  which  he  rolls,  at  the 
same  time  running  along  at  the  same  speed  as  the  hoop  and  try- 
ing to  run  through  it  without  stopping  its  rolling.  This  may 
be  done  several  times  in  succession,  but  care  must  be  taken  to 
run  through  in  the  direction  the  hoop  is  rolling,  and  not  at  a 
right  angle  to  it. 


49-     HIGH  BALL. 

The  players  form  two  parties  with  a  distance  of  about  forty 
feet  between  them.  A  ball  is  thrown  by  a  member  of  one  side 
high  into  the  air  to  the  other  party.  If  it  is  caught,  it  counts 
one  for  that  party.  It  is  then  thrown  back  to  the  first  party. 
This  continues  until  one  party  has  gained  twenty-five  catches, 
when  the  game  is  won. 

50.     BOUNDARY  BALL. 

The  players  are  arranged  as  shown  in  the  figure.  The 
length  of  the  space  is  about  thirty  paces,  a,  a  being  the  outer 

boundaries  and  b  a 
center  line.  The  two 
parties  stand  at  a 
given  distance,  say 
ten  paces,  from  the 
center  line.  A  mem- 
ber of  the  first 


a        ) 

b     (       a 

FIRST    ) 

(  SECOND 

PARTY.    ) 

(   PARTY. 

throws  the  ball.  The 
members  of  the  second 
party  catch  it,  or  stop  it  if  rolling.  All  members  of  the  second 
party  then  advance  or  retreat  so  that  the  line  shall  cross  the  spot 
on  which  the  ball  was  caught  or  stopped.  The  catcher  then 
throws  the  ball  back  to  the  first  party.  This  continues  till 
either  party  succeeds  in  passing  the  ball  across  the  outer  bound- 
ary of  the  other  party. 

'      51.     FEATHER  BALL. 

Each  player  in  this  game  must  have  a  racket.  (As  tennis 
rackets  are  somewhat  expensive,  and  these  games  may  be  used 
in  places  where  expensive  apparatus  is  unobtainable,  a  sugges- 
tion in  regard  to  making  of  usable  rackets  at  small  expense 
may  not  be  out  of  place.  Get  some  stout  canvas  cloth.  Make 
a  bag  as  large  as  the  racket  is  to  be.  Bend  a  willow  stick  or  a 
strong  piece  of  spring  wire  and  put  it  into  the  bag,  letting  the 
ends  project.  This  will  keep  the  bag  tightly  stretched.  Bend 
the  protruding  ends  of  the  wire  and  wrap  with  a  cord  for  a 
handle.) 


24 

As  the  game  is  somewhat  difficult,  it  is  well  to  begin  by 
playing  in  pairs,  the  players  driving  the  ball  back  and  forth 
with  their  rackets  and  being  careful  not  to  permit  it  to  fall  to  the 
ground  or  to  touch  it  with  their  hands.  The  ball  should  be  so 
struck  that  it  will  move  in  a  graceful  upward  curve.  When 
sufficient  skill  has  been  acquired  by  practice,  the  game  may  be 
played  as  follows  : 

(a)  The  players  form  in  a  circle  at  a  distance  of  about  six 
feet  from  each  other.     The  first  player  strikes  the  ball,  sending 
it  to  her  left  hand  neighbor,  who  catches  it  on  her  racket  and 
sends  it  on  to  the  next.     Anyone  failing  to  catch  the  ball  must 
pick  it  up  and  has  made  one  failure.     This  is  continued  till  the 
ball  has  gone  around  a  definite  number  of  times,  when  the  one 
who  has  the  least  number  of  failures  is  declared  winner. 

(b)  Arrange  in  two  rows  about  twenty  feet  apart,  the  play- 
ers in  each  row  being  about  six  feet  apart.     The  first  one  in  the 
first  row  sends  the  ball  to  the  first  one  in  the  second  row,  who 
sends  it  to  the  second  one  in  the  first  row.     When  the  last  one 
gets  it  she  starts  it  back,  and  it  is  kept  moving  in  the  same  zig- 
zag paths  till  it  returns  to  the  first  player. 

(c)  This  differs  from  "  b  "  in  the  use  of  several  balls  instead 
of  one. 

(d)  In  this  each  player  has  two  rackets,  one  in  each  hand, 
and  uses  either  one  at  will.     Otherwise  the  game  is  the  same 
as  "c." 

52.     BOX  BALL. 

The  players  form  in  two  straight  lines  about  twenty  feet 
apart.  Midway  between  them  are  placed  several  boxes  on 
which  are  placed  large  balls.  The  first  one  on  one  side  throws 
a  small  ball  at  the  nearest  large  one.  If  successful  in  hitting  it, 
the  first  on  the  other  side  picks  up  the  ball  and  throws  it  in  the 
same  way.  This  continues  until  somone  misses  hitting,  when 
the  leader  of  the  opposite  side  has  the  privilege  of  choosing  any 
player  from  the  missing  side,  who  then  crosses  to  the  other  side. 
The  other  players  in  the  lines  then  throw  in  turn  and  the  game 
continues  until  all  on  one  side  have  gone  over  to  the  other. 


25 

53.  STAIRS  BALL. 

This  is  played  with  a  small  rubber  or  golf  ball,  which  is 
thrown  against  the  upright  portion  of  the  lowest  of  a  flight  of 
four  or  five  stairs  and  caught  on  the  rebound.  This  is  con- 
tinued on  each  step  until  the  highest  is  reached,  and  then  down 
again  to  the  first.  When  this  has  been  completed  without  a 
miss  in  catching  or  bounding  the  ball,  it  is  repeated,  bouncing 
the  ball  twice  against  each  step,  then  three,  four  times,  etc. 
Any  player  on  failing  to  bounce  or  catch  the  ball  gives  place  to 
the  next  one,  and  when  his  turn  comes  again  starts  where  he 
failed  before. 

54.  BAG  PASSING. 

r*  (a)  Place  one  bag  on  each  front  desk.  At  a  given  signal 
the  occupant  of  the  front  seat  passes  the  bag  to  the  pupil  behind 
him,  who  passes  it  on  to  the  next,  and  so  on  till  it  reaches  the 
end  of  the  row,  when  it  is  returned  the  same  way.  The  row 
which  returns  the  bag  to  the  front  desk  soonest,  wins. 

(b)  Same  as  above,  but  bags  are  supplied  to  all  members  of 
one  end  row,  and  passed  sideward  and  back  again. 

(c)  Instead  of  passing  one  bag,,  pass  several  in  immediate 
succession.      Bags  should  be  passed  from  hand  to  hand  and  not 
thrown. 

(d)  Place  on  the  front  desk  of  each  row  as  many  bean  bags 
as  there  are  seats  in  that  row.     At  a  given  signal  the  pupil  in 
the  front  row  rises,  places  one  of  ^the  bags  on  the  desk  behind 
him,  gets  another,  places  it  on  the  next  desk,  and  so  on,  carry- 
ing one  bag  at  a  time  till  all  are  distributed.     The  one  finishing 
first  is  the  winner.     The  pupils  occupying  the  second  seats  in 
the  different  rows  return  the  bags,   one  at  a  time,  to  the  front 

'    desks.     The  first  one  to  finish  is  the  winner.     This  is  continued 
till  each  row  has  had  a  chance. 

55.     LEAP  FROG. 

This  may  be  played  by  any  number  of  players,  one  of  whom 
assumes  a  stooping  posture  with  his  hands  resting  on  his  knees. 
The  others,  who  stand  behind  him,  leap  over  him  with  legs 
straddled,  resting  their  hands  lightly  on  his  shoulders.  As  each 


26 


goes  over  he  assumes  the  same  stooping  posture  as  the  first,  a 
foot  or  two  in  front  of  the  preceding  player.  When  the  last  has 
leaped  over,  the  one  who  stooped  first  stands  up  and  leaps  over 
the  line  of  stooping  players.  As  soon  as  he  has  passed  over  the 
one  in  front  of  him,  that  one  leaps  over  the  next,  and  so  on  until 
all  have  done  so. 

56.     MUMBLE  THE  PEG. 

Tkis  game  consists  in  a  trial  of  skill  in  throwing  an  open 
penknife  into  the  air  through  various  evolutions  and  making  it 
fall  with  point  foremost  and  stick  in  the  ground.  The  one  who 
first  completes  the  series  of  movements  successfully  is  the  victor, 
and  placing  the  sharpened  end  of  a  short  peg  on  the  ground, 
drives  it  down  as  far  as  possible  by  holding  in  Jiis  hand  the 
blade  of  the  knife  and  hammering  with  the  handle  the  number 
of  strokes  (usually  three)  agreed  upon.  The  other  with  his 
teeth  must  draw  out  the  peg. 

57.     HOP  SCOTCH. 


A  figure  like  the  above  is  drawn  on  the  floor  or  on  the 
ground  and  also  a  line  a  few  feet  from  its  base  line.  One  player 
stands  on  this  line  and  tosses  a  small  stone  into  division  i,  then 
hops  into  i  and  kicks  the  stone  out.  It  is  then  thrown  into  No. 
2.  The  player  jumps,  resting  one  foot  in  i  and  one  in  2,  then 
hops  and  kicks  the  stone  from  2  to  i  and  then  out.  So  he  con- 
tinues until  10  is  reached,  straddling  the  line  between  i  and  2, 
4  and  5,  8  and  9.  In  all  other  places  he  hops  directly  into  the 


27 

court.  If  the  player  fails  to  throw  the  stone  into  the  right  divi- 
sion, or  to  kick  it  into  the  right  one,  or  leaves  it  on  the  line,  he  is 
out,  and  the  next  one  takes  his  turn. 

58.     TIP  CAT,  OR  "NIP." 

This  is  played  with  a  stick  about  five  inches  long  and  one 
inch  in  diameter,  which  is  shaped  to  a  point  at  one  end,  also  a 
larger  stick  about  two  feet  long  with  which  the  smaller  is  hit. 
One  player  stands  at  the  goal  and  throws  the  smaller  stick  into 
the  air,  striking  it  like  a  ball  before  it  reaches  the  ground.  Any 
player  may  pick  it  up  and  throw  it  as  near  the  goal  as  possible, 
the  striker  trying  to  prevent  its  lighting  near  the  goal  by  strik- 
ing it  with  his  stick.  He  then  nips  it  from  where  it  landed  by 
striking  it  on  one  end  and  sending  it  as  far  as  possible  from  the 
goal.  He  follows  it  up  and  nips  it  again  in  the  same  way,  and 
so  on,  having  three  strokes  or  nips.  After  the  third,  any  player 
may  pick  it  up  and  throw  it  towards  the  goal,  which  the  striker 
does  not  now  protect.  If  it  alights  within  once  the  length  of  the 
longer  stick  from  the  goal,  the  one  who  nipped  it  is  out,  and  the 
thrower  takes  his  place,  the  game  continuing  as  before.  If, 
however,  it  is  farther  away  than  once  the  length  of  the  stick, 
the  one  nipping,  measures  off  the  distance  with  his  stick  and 
then  nips  three  times,  and  so  on  as  before. 

When  the  sum  of  the  number  of  stick  lengths  it  alights  from 
the  goal  equals  fifteen,  the  player  nipping  is  out,  and  the  next 
takes  his  turn. 

59.     STRADDLE  BALL. 
(SECONDARILY — REACTION.) 

This  is  played  with  a  basket  ball.  The  players  form  a  cir- 
cle facing  inward  and  have  their  feet  straddled,  touching  those 
of  their  two  neighbors.  One  player  in  the  center  tries  to  pass 
the  ball  out  of  the  circle  between  the  feet  of  some  of  the  players, 
which  the  latter  try  to  prevent  with  their  hands.  The  one 
between  whose  legs  the  ball  passes  takes  his  place  in  the  center. 

^       60.     MEDICINE  BALL. 

(SECONDARILY — REACTION.  ) 

The  players  stand  in  two  files,  with  a  distance  of  about  two 
yards  between  the  members  of  each.  At  a  given  signal  those 


28 

in  front  start  a  medicine  ball  rolling  backward  between  the 
straddled  legs  of  the  players  behind,  each  of  whom  gives 
the  ball  a  new  impetus.  When  the  last  player  of  each 
side  gets  the  ball  he  runs  forward  with  it, — while  the  others 
move  back  one  space, — and  sends  it  on  its  backward  jouiney 
again.  This  is  repeated  until  the  original  front  player  has 
again  gained  his  place  in  front,  when  one  round  of  the  game  is 
ended.  The  file  getting  through  first  wins. 

This  may  also  be  played  with  a  club,  instead  of  a  medicine- 
ball,  which  the  players  slide  along  the  floor. 

61.     DUMB-BELL  RACE. 
(SECONDARILY — REACTION.  ) 

This  is  best  played  where  there  is  a  running  course  of  about 
one  hundred  yards.  In  the  middle  of  each  course  is  placed  one 
dumb-bell,  which  the  runners  must  pick  up  while  running  at 
full  speed  and  carry  with  them  to  the  goal.  If  the  bell  is  drop- 
ped, or  fumbled,  it  must  be  picked  up  before  the  runner  can  pro- 
ceed. Having  reached  the  goal,  the  runner  returns,  placing  the 
bell  where  it  was  picked  up  from,  then  continues  to  the  starting 
point. 

This  is  more  difficult  if  the  ball  is  placed  in  a  circle  about 
one  foot  in  diameter,  in  which  it  must  be  placed  on  the  return, 
before  the  runner  can  continue. 

62.     NUMBER  BALL. 
(  SECONDARILY — REACTION  . ) 

The  center  player  of  a  circle  tosses  a  ball  to  his  playmates  a 
number  of  times  agreed  upon — four,  six,  or  eight  times.  Upon 
the  last  return  toss,  the  players  scatter,  the  center  player  trying 
to  hit  someone  with  the  ball  before  they  can  get  too  far  away 
from  him.  The  player  who  was  hit  exchanges  places  with  the 
center  player. 

63.     DODGE  BALL. 
(SECONDARILY — REACTION.  ) 

Of  any  even  number  of  players — boys  or  girls — half  of  that 
number  form  a  circle,  while  the  other  half  stands  inside  of  the 
ring  (center),  facing  outward.  Now,  the  game  for  those  in  the 


center  is  to  dodge  the  ball  which,  while  in  play,  is  thrown  by 
any  of  those  forming  the  circle  with  the  intention  of  striking  the 
center  ones  out.  Every  time  a  member  is  put  out  he  in  turn 
takes  his  place  amongst  those  of  the  circle,  and,  although  out, 
should  the  ball  come  his  wa}r,  he  has  a  chance  to  strike  at  those 
remaining  in  the  center.  This  arrangement  keeps  all  taking 
part  busy.  Only  one  is  put  out  at  a  time.  This  being  kept  up 
until  finally  only  one  is  left,  who  is  respectively  titled  King  or 
Queen,  after  which  the  players  exchange  places,  i.  e.,  those  who 
were  in  the  center  now  form  the  circle. 

NOTE.  — If  the  touch  is  preceded  by  a  bound  of  the  ball  it 
does  not  count. 

64.     THE  CAPTIVE  BEAR. 
(SECONDARILY — REACTION.) 

One  player  takes  the  part  of  a  bear,  crawling  around  on 
hands  and  knees,  being  held  by  a  rope  around  his  body,  or  in 
his  hand,  by  another  player,  who  is  his  keeper.  The  remaining 
players  stand  around  in  a  circle,  striking  at  the  bear  with  knot- 
ted handkerchiefs.  The  keeper  tries  to  tag  someone  without 
letting  go  the  rope  by  which  he  holds  the  bear,  anyone  so  caught 
becoming  keeper.  If  the  bear  can  tag  anyone,  that  person  then 
becomes  bear. 

65.     GERMAN  BALL  GAME. 
(SECONDARILY — REACTION.) 

This  is  an  outdoor  game,  requiring  a  space  about  fifty  paces 
wide  and  eighty  paces  long.  Across  one  end  a  sj  ace  about  ten 
paces  wide  is  marked  off.  At  the  back  of  this  the  batters  stand 

in  line  to  await  their  turn. 
(See  Fig.)  At  (i)  is  the 
pitcher's  place,  while  the 
batter  who  bats  first  takes 
his  place  at  (2).  The 
catchers  occupy  (4)  and 
face  the  batters.  When  all 
is  ready  the  pitcher  tosses 
the  ball  to  the  batter,  who 
strikes  it  and  then  quickly 
hands  the  ball  to  the  next  in  turn  and  runs  to  the  farther  end  of 


)  2 

3 

i 

(             (                4 

)  I 

CATCHERS 

of  (3)  and  back  as  quickly  as  possible.  The  catchers  try  to 
catch  the  ball.  If  they  succeed,  it  counts  one  for  them.  If  the 
ball  is  not  caught,  the  one  who  picks  it  up  throws  it  at  the  run- 
ner. If  the  runner  is  hit,  it  counts  one  for  the  catchers.  If  the 
runner  is  not  hit,  and  the  ball  not  caught,  the  batters  (or  runners) 
gain  one  point.  The  second  batter  now  comes  forward.  This 
is  continued  until  the  catchers  have  scored  three  points,  when 
all  players  change  places,  the  batters  becoming  catchers,  and 
the  catchers  becoming  batters.  This  is  continued  till  one  of  the 
sides  has  gained  twenty-five  points,  when  the  game  is  won. 

66.     HAND  FOOT  BALI,. 

(SECONDARILY — REACTION.) 

The  space  for  this  game  should  be  fifty  feet  long  and  about 
twenty  feet  wide.     The  players  are  divided    into  two  parties. 

Each  party  forms  in  a 
straight  line  ten  feet  from 
the  end  of  the  play  space. 
Each  party  has  one  kicker 
who  takes  a  position  ten 
feet  in  front  of  the  middle 
of  his  party.  The  teacher 
or  leader  stands  at  the 
middle  of  one  side  of  the 
space  to  start  the  game 
and  to  serve  as  umpire. 

The  leader  throws  the 
ball  so  that  it  will  alight 
between    the    kickers. 
These  attempt  to  kick  the 
SECOND  PARTY.  ball  over  the  heads  of  the 

other  party.  When  suc- 
cessful, a  game  is  won. 
The  players  in  line  must 
not  kick  the  ball,  leave  their  places,  or  grasp  the  ball,  but  must 
try  to  prevent  it  from  passing  over  their  heads  by  striking 
it  back  with  their  hands. 


FIRST  PARTY. 


)    LEADER. 


FIRST  PARTY 
KICKER. 


SECOND  PARTY 
KICKER. 


67.     PASSING  DUMB-BELLS. 
(SECONDARILY — REACTION.  ) 

The  players  form  in  two  front  ranks  facing  each  other  at  a 
few  feet  distance.  At  one  end  of  each  line,  in  reach  of  the  first 
player,  are  piled  up  several  pairs  of  dumb-bells.  At  the  com- 
maud  "  Go,"  the  first  one  of  each  line  picks  up  one  bell  in  the 
hand  nearest  it,  and  taking  it  in  his  other  passes  it  to  the  near- 
est hand  of  the  person  next  and  so  on  down  the  line.  The 
others  are  then  passed  in  the  same  way  in  quick  succession  until 
all  have  been  passed  and  placed  on  the  floor  at  the  other  end. 
When  the  last  bell  has  been  placed  on  the  floor  all  must  imme- 
diately be  passed  back  in  the  same  manner,  the  object  being  to 
see  which  side  can  pass  the  bells  down  and  back  again  in  the 
shortest  time,  that  side  winning.  Each  bell  must  be  passed  to 
every  person  in  the  line,  skipping  no  one,  and  being  grasped  in 
one  hand  must  be  transferred  to  the  other  for  passing. 

If  a  bell  is  dropped,  the  player  dropping  it  must  pick  it  up  in 
the  hand  which  dropped  it  and  pass  it  on  before  he  can  pass  the 
next  one. 

68.     TARGET  BALIy. 
(SECONDARILY — REACTION,  JUDGMENT.) 

Goal-lines  are  drawn  at  each  line  of  the  playground,  all  the 
players  but  one  taking  their  places  on  one  of  these  lines.  One 
stands  midway  between  the  lines  with  a  basket  ball  which  he 
throws  at  the  others  as  they  run  to  the  opposite  base.  Any 
player  is  allowed  to  dodge  the  ball,  but  if  it  touches  him  at  all 
he  exchanges  places  with  the  thrower.  After  once  starting  out 
no  player  can  go  back  to  the  base  from  which  he  started,  but 
must  continue  to  the  opposite  goal. 

69.     DUCK-ON-THE-ROCK. 

(SECONDARILY — REACTION,  JUDGMENT.) 
The  playground  for  this  game  consists  of  an  open  space  about 
20x40  feet  in  size,  in  the  center  and  running  parallel  with  the 
short  sides  of  which  are  marked  the  goal  and  the  "  duck-perch," 


32 

both  about  20  feet  apart.  The  duck-perch  is  placed  opposite 
the  center  of  the  goal-line. 

Players — any  number  from  6  to  20 — are  provided  with  '  'duck- 
stones"  of  a  size  easily  handled  and  hurled  from  goal-line  to 
duck-perch.  Any  hard  stone  of  the  size  of  a  baseball  or  a  little 
larger  will  answer  the  purpose.  The  duck-perch  is  a  large  rock 
about  a  foot  square  and  high,  with  a  round-top  surface  to  enable 
the  players  to  easily  distinguish  the  "  duck-on-the-rock"  placed 
upon  it. 

The  play  is  begun  by  forming  on  the  goal-line,  from  which 
position  the  players,  at  a  given  signal,  hurl  their  stones  toward 
the  perch.  The  player  whose  stone  lands  farthest  away  from 
the  perch  becomes  "  duck-guard"  and  places  his  stone  upon  the 
perch.  This  stone  is  the  "  duck-on-the-rock."  The  other 
players,  in  the  meantime  having  regained  their  duck-stones, 
align  on  the  goal-line  for  the  opening  of  the  game. 

The  object  of  the  players  now  is  to  displace  the  duck-on-the- 
rock  by  accurately  aiming  their  stones  at  it  and  to  regain  the 
goal-line  before  they  can  be  caught  by  the  guard,  who  must 
replace  his  duck  on  the  perch  each  time  it  is  displaced,  before 
he  may  catch  the  respective  pla3rer  or  players  who  displaced  it. 

To  avoid  too  much  confusion  in  the  beginning,  as  well  as 
accidents,  it  is  well  for  the  players  on  the  goal-line  to  play,  one 
at  a  time,  from  or  near  the  center  of  the  line. 

Players  who  have  had  their  turn  at  the  duck-on-the-rock,  but 
missed  displacing  it,  and  whose  stones  have  landed  in  such  a 
way  that  they  cannot  safely  regain  them  without  being  caught, 
must  await  a  favorable  opportunity  to  run  "  home" — i.  e.,  when 
some  other  player  has  displaced  the  duck-on-the-rock.  During 
such  interval  they  must  remain  well  outside  of  the  "  put-line" 
and  not  touch  their  ducks.  If  the  guard  detects  a  player  touch- 
ing his  stone,  he  may  attempt  to  catch  him.  Again,  if  players 
find  that  they  cannot  regain  their  ducks  by  picking  them  up, 
they  may  attempt  to  push  or  kick  them  toward  the  goal-line, 
provided,  however,  they  touch  the  goal-line  after  such  attempt, 
the  guard  always  being  on  the  look-out  for  such  players. 

The  object  of  the  players  on  the  goal-line  is,  of  course,  to 
keep  the  guard  at  the  rock  and  to  insure  as  many  "  home  runs" 


33 

as  possible  by  displacing  the  duck-on-the-rock,  thereby  "  free- 
ing" the  players  in  the  field. 

The  play  is  most  interesting  when  played  by  not  too  large  a 
number,  it  frequently  occurring  that  all  players  are  in  the  field 
and  in  close  proximity  to  the  guard,  when  attempts  to  make  the 
goal-line  will  require  adroit  playing  and  lively  running. 
"  Touches"  (catches)  count  outside  of  the  goal  only. 

If  the  guard  at  any  time  during  a  play  or  run  should  fail  to 
notice  that  his  duck  is  "  off,"  all  players  advise  him  by  calling 
out  "  Duck's  off." 

Players  caught  before  reaching  the  goal-line,  alwa3rs  pro- 
vided the  guard's  duck  is  on  the  rock,  exchange  places  with 
him. 

The  game  can  also  be  played  in  the  following  way  : 

The  guard,  upon  catching  a  player,  may  be  required  to  say, 
"  guard  duck"  to  make  his  play  count.  If  the  player  caught, 
however,  can  shout  "  double  duck,"  before  the  guard  makes  his 
challenge,  both  players  can  occupy  the  perch,  each  guarding  his 
own  duck.  In  like  manner  four  guards  can  be  secured  upon 
failure  of  the  original  guards  to  cry  out  first,  "  Guard  duck." 

Players  having  practiced  in  this  game  need  not  be  restricted 
to  toeing  the  mark  to  hurl  their  stones,  but  can  play  immedi- 
ately upon  reaching  the  goal-line,  always  taking  precautions 
not  to  hit  any  of  the  players  in  the  field. 

70.     TIP  UP. 

One  player  standing  in  the  center  of  a  circle  of  players 
throws  a  ball  up  into  the  air,  and  the  players  in  the  circle  en- 
deavor to  catch  it  as  it  descends.  The  successful  one  changes 
places  with  the  former  thrower  and  the  play  continues  as  before. 
When  there  are  many  players  several  concentric  circles  are 
formed.  The  inner  circle,  after  having  its  chance,  forms  on  the 
outside  and  all  players  take  one  step  forward. 

71.     BOUND  BALL. 

(SECONDARILY — REACTION,  JUDGMENT.  ) 

The   players  divide  into  two  equal  parties   and  take   their 

places  on  both  sides  of  a  line  marked  on  the  floor,  at  a  distance 

of  about  five   paces  from   it.     The  players  on  each  side  group 


34 

themselves  in  such  manner  that  each  has  a  space  of  about  five 
feet  square  to  move  in.  The  leader  of  the  game  takes  his  place 
at  one  end  of  the  center  line.  A  score-keeper  is  at  the  other 
end.  The  leader  throws  a  rubber  ball  into  the  midst  of  the 
players  so  that  it  will  rebound.  The  player  nearest  the  ball 
strikes  it  from  above  and  this  is  continued  by  him  or  other  play- 
ers throwing  or  catching  the  ball ;  he  cannot  throw  to  center  and 
must  throw  to  some  baseman  on  his  side.  If  the  center  is  so 
thoroughly  blocked  that  the  ball  cannot  reach  him,  a  point  may 
be  scored  by  passing  the  ball  from  base  to  base  (a  to  <?)  in  their 
respective  order. 

72.  THE  FRUIT  BASKET. 

The  players  form  a  circle  with  one  in  the  center.  Each  hav- 
ing been  given  the  name  of  some  fruit,  the  center  player  repeats 
quickly  three  times  the  name  of  any  fruit,  the  person  bearing 
that  name  saying  it  once  before  the  leader  has  finished  ;  anyone 
failing  to  do  so  becoming  leader.  At  any  one  time  the  leader 
may  say,  "  The  fruit  basket  upset,"  when  everyone  must 
change  places,  the  leader  trying  to  secure  one,  and  the  player 
left  without  one  becoming  the  next  leader. 

73.  WRESTUNG  CIRCLE. 
(SECONDARILY — REACTION,  JUDGMENT.) 

Four  or  five  clubs  are  placed  in  the  center  of  a  circle  of 
players  who  grasp  hands  and  by  pushing  and  pulling  try  to 
make  someone  upset  one  or  more  of  the  clubs.  The  player 
doing  so  leaves  the  circle  until  the  next  one  drops  out,  when  he 
returns  to  his  place.  This  may  also  be  played  by  placing  a  low 
stool  in  the  center,  and,  by  pushing  and  pulling  in  the  same  way, 
make  someone  sit  down  on  it. 

74.     DRIVING  THE  PIG  TO  MARKET. 
(SECONDARILY — REACTION.) 

All  the  players  but  one,  who  represents  the  farmer,  form  a 
circle,  each  player  being  furnished  with  a  wand,  the  end  of 
which  he  places  in  a  small  circle  drawn  on  the  floor  in  front  of 


35 

him.  The  farmer  stands  outside  the  circle  with  a  wand  and  a 
basket  ball  (the  pig),  which  he  tries  to  drive,  by  striking  it  with 
his  wand,  into  the  market  (a  circle  in  the  center  of  the  circle  of 
players) .  The  duty  of  each  player  is  to  guard,  by  striking  with 
his  wand,  the  opening  at  each  side  so  that  the  ball  may  not 
pass  through,  and  if  it  does,  to  keep  the  farmer  from  knocking 
it  into  the  center  circle,  or  market.  If  he  succeeds  in  placing 
it  in  the  market  all  the  players  must  change  places,  and  he  tries 
to  get  someone's  place  by  placing  his  wand  in  their  circle  when 
theirs  is  not  in  it.  The  person  left  without  a  place  then  becomes 
the  farmer.  At  any  time  during  the  game  if  the  farmer  or  any 
player  sees  a  vacant  circle  he  may  claim  it  by  placing  his  wand 
in  it,  which  is  a  signal  for  all  the  others  to  make  sure  of  a  place, 
the  one  being  left  without  becoming  leader  and  starting  the 
game  anew. 

75.     FIST  BALL. 
(SECONDARILY — REACTION.  ) 

A  line  is  drawn  across  the  center  of  the  playground  and  the 
players  divided  into  two  equal  divisions.  On  each  side  of  the 
line,  scattered  over  the  ground  equally,  stand  the  players.  The 
leader  on  one  side  strikes  a  basket  ball  with  his  fist  from  under- 
neath, sending  it  into  the  air  and  across  the  line  to  the  other 
side,  which  returns  it  in  the  same  way,  and  so  on,  back  and 
forth,  the  ball  being  kept  in  the  air  by  being  struck  from  under- 
neath. If  the  ball  touches  the  ground,  it  counts  one  point 
against  the  side  on  which  it  touched.  A  time  limit  may  be  set 
to  the  game  or  a  certain  number  of  points  against  a  side  cause 
them  to  lose  it.  The  ball  may  be  struck  only  with  the  fist,  its 
being  caught  or  struck  otherwise  counting  against  the  side 
doing  so. 

76.     CLUB  CIRCLE. 
(SECONDARILY — REACTION.  ) 

A  circle  is  formed  by  all  the  players  but  one,  who  takes  his 
place  in  the  center  and  tries  to  protect  a  club  which  is  placed 
there  from  being  knocked  down  by  a  basket  ball,  which  the 
other  players  kick  at  it.  If  the  player  protecting  it  upsets  it, 


36 

he  loses  his  place  to  the  next  in  line.  If  it  is  knocked  down  by 
the  ball,  the  one  who  kicked  the  ball  takes  his  place  in  the  cen- 
ter. The  ball  should  be  kicked  with  the  side  of  the  foot  and 
along  the  floor. 

77.     CLUB  GAME. 
(  SECONDARILY— REACTION.) 

The  players  are  divided  into  two  parties  and  take  positions 
in  front  ranks,  facing  each  other  at  about  forty  feet  distance. 
A  center  line  is  drawn  midway  between  the  two  parties,  over 
which  neither  may  pass.  Each  player  is  provided  with  one  club, 
which  he  places  on  the  floor  behind  him,  also  with  a  bean  bag. 
The  object  of  the  game  is  to  knock  down  the  clubs  of  the  oppo- 
site side  by  throwing  the  bean  bags  at  them,  each  player  at  the 
same  time  protecting  his  own.  Every  club  knocked  down, 
whether  by  an  opponent  or  accidentally  by  the  owner,  counts 
one  point  against  the  side  it  is  on  and  must  be  set  up  again 
before  the  owner  can  continue  to  play.  The  side  having  the 
fewest  number  of  points  against  them  at  the  close  of  the  game 
wins. 

A  variation  of  the  above  is  to  allow  the  clubs  to  remain 
down  when  knocked  over,  the  object  now  being  to  see  which 
side  can  longest  keep  all  their  clubs  from  being  knocked  down. 

When  a  player  leaves  his  place  to  throw  or  to  get  a  bag,  any 
of  his  side  are  allowed  to  protect  his  club,  if  necessary,  but  he 
must  return  as  soon  as  possible. 

78.     TETHER  BALL. 
(SECONDARILY — REACTION.) 

A  ball  is  suspended  by  a  cord  from  the  top  of  a  pole  about 
ten  feet  high,  so  that  it  hangs  about  four  feet  from  the  ground. 
About  six  feet  from  the  top  a  line  is  marked  around  the  pole. 
The  players  are  divided  into  two  parties.  The  first  ones  of  the 
two  parties  come  forward  and  take  their  places  on  opposite  sides 
of  the  pole,  standing  on  a  circle  drawn  around  the  pole  about 
six  feet  in  diameter  and  inside  of  which  they  cannot  step.  Each 
has  a  tennis  racket,  with  which  he  tries  to  wind  the  cord  around 
the  pole,  until  the  ball  touches  it  above  the  six-foot  line.  The 


37 

first  player  strikes  the  ball  so  as  to  wind  it  to  the  right,  the 
opponent  then  strikes  it  quickly  trying  to  reverse  its  direction, 
and  wind  it  about  the  pole  to  the  left.  The  players  take  turns 
in  striking  and  the  one  who  succeeds  in  winding  the  cord 
around  the  pole  until  the  ball  touches  above  the  line  wins.  The 
defeated  player  steps  back  and  his  place  is  taken  by  the  next 
one  on  his  side,  who  has  the  first  chance  to  strike.  This  is 
continued  until  one  side  or  the  other  wins.  This  is  best  suited 
for  not  more  than  eight  players.  A  tennis  ball  with  a  knitted 
or  woven  cover  is  usually  used  for  this  game. 

79.  MARBLES. 

80.  BOWLING. ) 

81.  CROQUET.  [•      See  printed  rules. 

82.  GOLF.  ) 

83.  BALL  RACE. 
(SECONDARILY — REACTION  AND  STEADINESS  OF  MOTION.) 

Any  number  of  players  start,  as  in  any  race,  holding  one  arm 
extended  at  full  length  in  front  of  them,  or  at  the  side,  shoulder 
high,  and  holding  in  the  palm  a  small  ball — a  rubber  handball 
is  a  convenient  size.  The  players  run  to  a  fixed  goal  and  re- 
turn, keeping  the  arm  and  hand  fully  extended.  The  one  re- 
turning first  without  having  dropped  the  ball  or  violating  the 
rule  requiring  the  arm  and  hand  to  be  fully  extended  wins  the 
race. 

This  may  also  be  played  carrying  a  glass  of  water  in  the 
hand  and  trying  not  to  spill  it. 


V.    STEADINESS  OF  MOTION. 

84.     HAB-ENI  HAN. 

To  play  this  game  it  is  necessary  first  to  make  the  target. 
To  do  this  take  a  sheet  of  paper  about  three  feet  square,  or  less, 
— wrapping  paper  will  do  very  well,  or  even  an  old  newspaper, — 
and  draw  upon  it  with  common  writing  ink  twelve  concentric 
circles  at  equal  distances  apart.  This  can  be  done  by  driving  a 


38 

tack  or  large  pin  in  the  center  of  the  paper,  tying  a  string  to  the 
tack  and  a  soft  lead  pencil  to  the  other  end  of  the  string. 

When  you  have  thus  drawn  the  twelve  circles,  you  can  go 
over  the  pencil  lines  with  ink,  and  number  the  spaces  between 
the  lines,  tack  your  paper  to  a  drawing-board,  bread-board,  or 
any  flat  wooden  surface,  and  your  target  is  complete. 

Let  each  player  furnish  himself  with  a  dozen  pins  thrust 
through  bits  of  cardboard  or  paper,  upon  which  is  written  a 
number  or  initial  different  from  those  of  the  other  players,  and 
also  with  a  catapult,  blow-gun,  small  bow  and  arrow,  or  dart. 

Standing  off  at  whatever  distance  is  agreed  upon  from  the 
target,  each  player  in  turn  discharges  whatever  missile  is  used  in 
the  game,  at  the  target,  and  he  sets  one  of  his  pins  in  the  circle 
he  strikes. 

If  he  hits  one  of  the  black  lines,  he  loses  his  turn,  but  if  he 
does  not  strike  the  target  at  all,  he  is  out  of  the  game. 

After  the  first  shot  a  player  can  either  remove  a  pin  already 
placed  into  the  circle  he  has  last  struck,  or  set  another  of  his 
pins  in  it,  or,  counting  from  where  any  one  of  his  pins  are 
stuck,  can  move  that  pin  as  many  circles  toward  the  center  as 
is  indicated  by  the  number  of  the  circle  he  has  struck. 

If  this  brings  him  to  the  center  and  leaves  something  over, 
he  can  use  the  remainder  to  place  a  new  pin  or  carry  another 
forward. 

If  while  one  player  has  a  pin  in  a  circle  another  player  can 
place" two  pins  in  the  same  circle,  the  latter  captures  the  pin  al- 
ready there  and  removes  it. 

If,  however,  a  player  strikes  a  circle  already  occupied  by  two 
pins,  he  does  not  lose  his  unless  a  third  pin  other  than  his  own 
can  be  stuck  in  the  same  circle. 

The  circles  are  numbered  from  the  outside  to  the  center. 
The  game  consists  in  a  specified  number  of  points,  generally 
from  25  to  50,  if  two  are  playing,  or  more,  according  to  the  ad- 
ditional number  of  those  engaged  in  the  game.  When  one  of 
the  players  has  no  more  pins  on  the  target  the  game  is  ended. 

Each  player  counts  the  number  of  his  pins  which  have 
reached  the  center,  and  the  number  of  pins  he  has  captured, 
and  he  who  has  most  adds  to  his  the  number  of  pins  left  in  the 
target. 


39 

It  is  an  exciting  game  when  two  players  have  each  a  pin  in 
the  same  ring,  and  each  pin  is  getting  nearer  the  center  ;  the 
apprehension  and  interest  increase  with  the  danger  that,  having 
so  many  pins  behind,  one  of  the  other  pins  may  by  a  lucky  shot 
capture  his. 

The  aim  of  the  players  is  threefold — to  protect  his  pins  by 
getting  more  than  one  in  the  same  circle,  to  gradually  win  his 
way  toward  the  center,  and  he  constantly  on  the  alert  to  take  his 
opponent's  pins. 

As  the  taking  of  one  of  the  pins  counts  for  as  much  as  getting 
one  of  his  own  home,  it  is  advisable  to  use  every  endeavor  to 
capture  the  enemy's  pieces,  and  this  is  done  by  keeping  his  pins 
behind  them,  so  as  to  be  able  to  take  any  advantage  that  may 
offer. 

85.     CLUB  RACE. 

(SECONDARILY — REACTION.  ) 

Rows  of  from  four  to  six  clubs  are  placed  on  the  floor,  the 
clubs  in  each  row  being  several  feet  apart  and  at  equal  dis- 
tances. At  one  end  of  each  row  is  drawn  a  circle  about  two  feet 
in  diameter.  The  contestants  stand  at  the  other  end  ready  to 
grasp  the  first  club.  At  the  command  "  Go,"  all  grasp  the 
nearest  club,  run  and  place  it  in  the  circle,  then  return  for  the 
next,  and  so  on  until  all  are  in  the  circle.  The  one  completing 
this  first  wins  the  race. 

If  a  club  falls  down,  it  must  be  set  up  before  another  can  be 
brought  in. 

This  game  may  also  be  played  the  reverse  of  the  above  by 
having  the  clubs  in  the  circles  at  the  start,  and  then  taking  one 
by  one,  place  them  at  equal  distances. 

Bean  bags  may  also  be  used  in  both  the  above  ways,  but  the 
element  of  steadiness  of  motion  is  then  lost. 

86.     ROLLING  HOOPS. 
(SECONDARILY— ACCURACY  OF  MOTION.) 
Wooden  hoops  from  three  to  five  feet  in  diameter  are  used 
and  rolled  by  the  use  of  a  short  stick  or  by  the  hand. 

87.  ARCHERY.      )0 

88.  BIUJARDS.   |SeeP"ntedruIes- 


J 


40 
VI.    ACCURATE  IMITATION. 


89.     FOLLOW  THE  LEADER. 

One  player  is  chosen  as  leader,  and  at  the  head  of  a  line  of 
players  leads  them  around,  in  and  out,  over  obstacles,  running, 
hopping,  and  doing  various  evolutions,  each  player  following 
the  movements  of  the  leader  as  exactly  as  possible.  Anyone 
not  following  becomes  leader. 

A  variation  of  this  is  to  have  the  leader  stand  facing  the  line 
of  players  and  do  various  movements  of  any  part  of  the  body, 
the  others  following  as  rapidly  and  accurately  as  possible. 
Anyone  failing  to  follow  must  take  his  place  as  leader. 

It  may  also  be  played  by  each  player  having  one  club  which 
he  must  place  in  the  same  position  (at  the  side,  in  front,  etc.) 
as  the  leader  places  his. 

i 
90.  ADAM  HE  HAD  SEVEN  SONS. 

The  players  stand  in  a  circle  singing  : 

"  Adam  he  had  seven  sons, 
Yes,  seven  sons,  Hurrah  ! 
They  didn't  eat,  they  didn't  drink, 
But  ever  thus  did  they." 

The  leader  then  calls  at  random  on  someone  to  show  what 
they  did,  and  he  responds  with  any  movement  (nodding  the 
head,  hopping,  or  something  similar,)  and  the  others  imitate 
him,  repeating  the  song.  Another  player  shows  the  next 
movement,  and  so  on. 

91.     THE  SCULPTOR. 

One  player,  the  sculptor,  stands  in  the  center  of  a  circle  of 
players.  She  places  each  of  the  players  in  a  particular  position, 
for  instance,  kneeling  or  with  hands  upraised.  When  all  are 
placed  to  her  satisfaction,  she  sa'ys,  "The  sculptor  has  gone 
out,"  and  leaves  the  circle.  The  statues  at  once  come  to  life 
and  play  whatever  pranks  they  will,  till  the  sculptor  returns, 
saying,  "  The  sculptor  has  returned."  The  statues  now  hur- 
riedly resume  their  poses,  and  any  one  failing  to  do  so  properly 
is  cast  out  as  a  poor  block  of  marble. 


41 

92.     THE  KING  HAS  GONE  OUT. 

This  game  is  similar  to  the  preceding  one.  The  king  is  in 
the  center  of  the  circle  and  assigns  to  each  apiece  of  work,  such 
as  washing  clothes,  ironing,  turning  pancakes,  etc.,  which  she 
must  affect  to  do.  The  king  then  leaves,  saying,  "The  king 
must  go  out,"  and  ^tbe  time  till  he  returns,  instead  of  being 
spent  in  work,  is* spent  in  riotous  pranks.  When  he  returns, 
all  must  instantly  resume  work  or  suffer  the  penalty  fixed. 


VII.  SIMPLE  REACTION. 

93.  FLOWER  BALL. 
(SECONDARILY — ACCURACY  OF  MOTION.) 

The  players  form  in  a  circle,  facing  inward.  The  leader, 
called  the  Flower  Queen,  stands  within.  She  has  a  ball  in  her 
hand.  She  gives  to  each  member  of  the  circle  the  name  of  a 
flower.  Then  she  throws  up  the  ball,  at  the  same  time  calling 
out  the  name  of  one  of  the  flowers.  The  one  whose  flower  is 
named  must  run  forward  and  try  to  catch  the  ball.  If  she  suc- 
ceeds, she  becomes  queen,  and  the  former  queen  takes  her  place 
in  the  circle.  If  she  fails,  she  must  pick  up  the  ball,  give  it  to 
the  queen,  and  return  to  her  place.  The  ball  must  be  thrown 
so  that  it  will  fall  within  the  circle,  even  if  not  caught. 

94.  COME  ALONG. 

A  circle  is  formed  and  hands  are  grasped.  One  of  the  play- 
ers, running  on  the  outside,  taps  another,  who  immediately 
starts  to  run  in  the  opposite  direction,  the  place  he  left  remain- 
ing vacant  until  one  or  the  other  shall  have  returned  to  it  first. 
The  unsuccessful  player  continues  the  running,  etc.  The  play- 
ers upon  meeting  may  exchange  greetings,  bow  to  each  other, 
or  perform  some  other  courtesy  or  exercise,  before  completing 
the  circuit.  This  play,  if  the  number  of  players  is  sufficiently 
large,  may  also  be  played  in  a  double  circle,  an  inner  and  outer 
ring,  the  players  facing  each  other  and  grasping  their  uplifted 
hands,  thus  forming  an  arch  under  which  the  two  running  play- 
ers must  wend  their  way. 


42 

95-     BALL  TAG. 

(SECONDARILY — ACCURACY  OF  MOTION.) 
The  players  form  in  a  circle,  one  of  them  having  a  medicine 
ball.  The  catcher  is  inside  the  circle.  The  ball  is  passed  from 
one  to  another  around  the  circle  in  either  direction,  the  catcher 
trying  to  tag  it,  while  it  is  in  some  player's  hands.  The  player 
holding  it  when  it  is  tagged,  becomes  the  catcher. 

96.  HAND  SLAP. 
(SECONDARILY — ACCURACY  OF  MOTION.) 

A  circle  is  formed  by  the  players  with  one  standing  inside. 
Those  forming  the  circle  hold  their  hands  about  waist  high  with 
the  palms  up.  The  center  one  tries  to  slap  someone's  hands, 
that  person  exchanging  places  with  the  center.  When  the 
hands  are  struck  at,  they  may  be  lowered  to  escape  the  slap,  but 
must  be  raised  again  immediately. 

This  may  also  be  played  with  the  players  grasping  a  rope, 
the  center  one  trying  to  slap  the  hands  as  before,  the  hands 
being  moved  along  the  rope  or  removed  entirely  to  escape  the 
slap.  One  hand,  however,  must  always  be  on  the  rope  ;  if  both 
are  off  at  the  same  time,  that  person  must  take  his  place  in  the 
center. 

97.  THIRD  SLAP. 
(SECONDARILY — ACCURACY  OF  MOTION.) 

This  is  played  with  the  players  standing  with  the  hands 
raised  as  for  "  Hand  Slap,"  one  player  standing  in  front  to  slap- 
The  hands  must  be  held  in  place  to  receive  the  slaps,  of  which 
three  are  given  to  the  same  or  different  persons,  but  as  soon  as 
the  third  is  given  the  one  giving  it  turns  and  runs  to  a  goal 
behind  him  previously  decided  upon,  while  the  one  receiving  it 
pursues  him.  If  caught  before  reaching  the  goal,  he  continues 
as  before  ;  if  not,  the  one  pursuing  him  takes  his  place  as  "it." 

This  may  also  be  played  with  sides,  as  follows  :  Two  divi- 
sions line  up,  facing  each  other  at  a  distance  of  about  fifteen  feet, 
the  hands  being  held  as  before.  The  leader  of  one  side  advances 
to  the  other  and  gives  three  slaps,  then  turns  and  runs  to  his 
own  place  on  his  side,  pursued  by  the  one  receiving  the  third 
slap.  If  caught  before  reaching  his  own  place,  he  takes  a  place 
on  the  side  catching  him,  and  that  side  is  entitled  to  a  turn. 
If  not  caught,  the  next  in  line  becomes  leader,  and  so  on  till 
someone  is  caught,  when  the  other  side  continues.  The  side 
havinp-  the  largest  number  of  nlavers  at  the  close,  wins  the 


43 

98.  MARCHING  TO  JERUSALEM. 
Two  rows  of  chairs  are  placed  back  to  back,  the  number  be- 
ing one  less  than  the  number  of  players,  who  march  around  the 
chairs  while  someone  plays  the  piano  or  sings.  As  long  as  the 
music  continues  they  march,  but  as  soon  as  it  stops,  each  tries  to 
get  a  seat.  One  is  always  left  and  must  drop  out.  One  chair  is 
then  removed  and  the  game  continued  as  before,  and  so  on  un- 
til only  one  player  remains,  who  is  the  winner. 

99.     SHOT  BAG. 

(SECONDARILY — ACCURACY  OF  MOTION.) 

The  players  form  in  a  circle  about  two  paces  apart.  The 
leader,  standing  in  the  center,  has  a  cord  with  a  small  sand  or 
shot  bag  attached  to  the  end.  He  calls  out,  "  Attention,"  and 
then  swings  the  cord  around  him  so  that  the  shot  bag  is  close  to 
the  ground.  Each  member  on  the  approach  of  the  bag  must 
jump  up  to  prevent  being  hit.  Each  one  struck  by  the  bag  or 
cord  steps  out  of  the  circle,  and  this  is  continued  until  all  are 
out.  The  last  one  to  be  put  out  becomes  the  leader  and  the 
game  continues  as  before. 

100.  DAYS  OF  THE  WEEK. 
(SECONDARILY — ACCURACY  OF  MOTION.) 
A  line  is  drawn  parallel  to  a  wall  and  about  eight  feet  from 
it.  The  thrower  stands  within  the  line  and  seven  catchers  out- 
side of'it.  Each  of  these  catchers  bears  the  name  of  a  day  of 
the  week.  The  thrower  throws  the  ball  against  the  wall,  at  the 
same  time  calling  out  the  name  of  some  day  of  the  week.  The 
catcher  bearing  this  name  attempts  to  catch  the  ball.  If  suc- 
cessful, he  exchanges  places  with  the  thrower,  and  the  game 
continues  as  before.  When  the  number  of  players  is  greater  than 
seven,  they  may  bear  numbers  instead  of  the  names  of  the  days 
of  the  week. 

101.     THE  COON  AND  CHICKEN. 

(SECONDARILY — ACCURACY  OF  MOTION.) 

The  players  are  seated  on  chairs  in  a  circle.     The   leader 

(the  coon)  sits  with  his  knees  well  separated,   and  one  player 

(the  chicken)  kneels  before  him,  with  his  hands  on  the  leader's 

knees.      The  chicken  then  quickly  lowers   his   head  between 


44 

the  knees  of  the  coon,  who  tries  to  catch  him  by  bringing  his 
hands  lightly  together  on  the  sides  of  the  chicken's  head.  If 
not  caught  the  chicken  quickly  raises  his  head,  while  the  coon 
tries  again  to  catch  him,  and  so  on  until  he  is  caught.  Two 
others  then  continue,  and  the  winners  of  each  until  only  one 
remains. 

102.     SPINNING  THE  PLATE. 

(SECONDARILY — ACCURACY  OF  MOTION.) 
The  players  form  in  a  circle  and  are  numbered  i,  2,  3,  etc. 
The  leader  is  within.  She  holds  a  disk  or  plate  in  her  hand, 
and  setting  it  on  edge  on  the  floor,  gives  it  a  quick  twist.  While 
it  is  spinning  around  one  of  its  diameters,  she  calls  out  some 
player  by  her  number,  who  rushes  forward  to  catch  the  plate  be- 
fore it  settles  flat.  If  successful,  she  becomes  leader,  and  the 
former  leader  takes  her  place  in  the  circle.  If  unsuccessful,  she 
returns  to  her  place  and  the  leader  spins  the  plate  again,  call- 
ing out  another  number.  The  game  may  be  continued  ad 
libitum. 

The  players  may  also  be  required  to  clap  their  hands  once  or 
twice,  in  front  or  behind  the  body,  hop,  turn  around,  etc.,  be- 
fore starting  to  catch  the  plate. 

103.     THE  TWISTED  KERCHIEF. 

The  players  form  in  a  close  circle,  shoulder  to  shoulder, 
facing  inward  and  having  their  hands,  with  palms  open,  be- 
hind their  backs.  One  of  the  girls  remains  without  the 
circle.  She  carries  a  handkerchief  with  a  knot  tied  in  one  end 
of  it.  She  runs  around  the  outside  of  the  circle  and  puts  the 
handkerchief  into  the  hand  of  one  of  the  players  without  being 
noticed  by  the  others,  if  possible.  This  one  at  once  strikes  her 
right-hand  neighbor  on  the  back  with  the  knot,  the  neighbor 
seeking  to  avoid  the  blows  by  running  around  the  circle  until 
she  regains  her  former  place,  when  the  handkerchief  is  given  to 
her  by  her  pursuer,  who  now  steps  into  the  circle,  while  the  one 
pursued  starts  around  the  circle,  continuing  the  game  as  before. 

104.     RELAY  RACE. 
(SECONDARILY — ACCURACY  OF  MOTION.) 
Those  racing  are  divided  into  two  or  more  teams,  the  mem- 
bers of  each  standing  one  behind  the  other,  directly  back  of  the 
starting  line.     The  first  of  each  team  holds  a  dumb-bell  in  one 


45 

hand,  and  at  the  word,  "Go,"  runs  to  a  certain  goal  and  re- 
turns, handing  the  bell  to  the  next  of  the  team,  who  stands  on 
the  starting  line.  This  continues  until  all  have  run,  the  side 
finishing  first  winning  the  race.  Each  team  has  a  separate 
goal,  but  all  must  be  equally  distant. 

105.     GYMNASTIC  CARNIVAL. 
(SECONDARILY — DISCRIMINATION.) 

Twelve  to  twenty-four  players,  one  or  two  steps  apart,  form 
a  circle.  The  leader  of  the  play,  standing  in  the  center  of  the 
circle,  gives  to  each  player  a  name,  signifying  some  article  or 
apparatus  found  in  the  gymnasium.  He  begins  the  play  by  re- 
lating an  interesting  story  of  a  gymnastic  entertainment,  which 
included  as  one  of  its  numbers  a  "  gymnasium  scene."  Each 
mention  of  a  name  requires  the  respective  holder  to  execute 
some  movement  agreed  upon,  as  turning  completely  around  on 
one  heel,  or  jumping  to  a  deep  knee-bending  position,  etc. 
Whenever  in  his  narration  he  mentions  the  words,  "and  the 
audience  applauded,"  all  the  players  scatter  to  change  places. 
In  the  scamper  for  places,  one  player  will  always  remain  with- 
out a  place — 'each  place  being  marked  by  a  chalk-ring,  about 
one  foot  in  diameter.  Such  player  in  turn  becomes  leader  of  the 
play.  The  leader,  who  must  talk  fast,  proceeds  about  as  fol- 
lows :  "  The  much  talked-of  event  had  at  last  come.  A  most 
brilliant  spectacle  greeted  the  gaze  of  the  vast  audience.  There 
was  the  Instructor,  the  newly-engaged  Instructor,  the  much- 
talked-of  Instructor,  and  on  the  floor  of  the  vast  room  before  the 
Instructor  was  arrayed  all  the  apparatus  to  be  used  during  the 
evening  by  the  Performers,  as  Vaulting  Horses  and  Bucks  and 
Standards,  Parallel  Bars,  Horizontal  Bars,  Rings,  Ropes,  Poles, 
Pulleys,  Horizontal  Ladders,  Slanting  Ladders,  Balancing 
Planks,  Spring-Boards,  Mats,  etc.  There  were  Dumb-Bells, 
Weights,  Wands,  Rings,  Clubs,  Poles,  etc.,  and  Rubber  Balls 
and  Leather  Balls,  Bean  Bags,  etc.  The  performance  began 
and  in  marched  the  most  graceful  Performers  you  ever  saw. 
The  Music  began  ;  ah,  that  sweet  and  melodious  Music,  the 
Music  that  lent  such  a  charm  to  the  whole  scene.  The  Per- 
formers vied  to  excel  each  other  (011  the  Bars,  etc.).  In  con- 
clusion a  lively  game  was  introduced,  in  which  all  the  Perform- 


46 

ers  participated.  The  Bean  Bags  and  the  Balls  flew.  The  Balls 
hit  the  Bags  and  the  Bags  hit  the  Balls  ;  they  fell  on  the  Vault- 
ing Horses  and  on  the  Mats,  between  the  Bars,  and  the  Audi- 
ence applauded." 

106.     THE  MILLER  IS  WITHOUT. 

Two  goals  are  fixed  at  opposite  ends  of  the  playground.  In 
the  one  goal  are  the  players,  in  the  other  is  the  miller.  The 
watchman  stands  in  front  of  the  players.  The  miller  shouts  : 
"  Hallo,  Hallo!" 

The  watchman  :     "  Who  is  there  ?" 

Miller:     "  The  miller." 

Watchman  :     "  What  do  you  want  ?" 

Miller  :     "A  sackful  of  children." 

Watchman:     "  Then  catch  them." 

The  players  now  hurry  to  the  opposite  goal.  If  any  one  is 
caught,  she  becomes  miller,  the  miller  becomes  watchman,  and 
the  previous  watchman  joins  the  other  players. 

107.     THE  BOILER  BURST. 

A  circle  is  formed.  Some  distance  from  it  a  line  is  drawn. 
In  the  center  of  the  circle  stands  the  story-teller.  She  tells  a 
story  about  a  trip  by  rail  or  steamer,  or  a  visit  to  a  factory,  or 
some  other  tale  in  which  must  occur  the  words,  ' '  The  kettle 
burst."  The  moment  these  words  are  uttered  all  players  start 
for  the  line.  The  last  one  to  reach  it,  must  become  the  next 
story-teller.  As  many  places  may  be  marked  off  on  the  line  as 
there  are  players,  less  one,  and  the  one  who  fails  to  get  one  of 
these  places  must  be  the  next  story-teller. 

108.     DROP  THE  HANDKERCHIEF. 

This  is  played  with  the  players  standing  in  a  circle,  one  of 
*  their  number  running  around  the  outside  with  a  handkerchief, 
which  he  drops  behind  someone.  The  one  behind  whom  it  is 
dropped,  picks  it  up  and  pursues  the  one  who  dropped  it.  If  the 
latter  is  caught  before  reaching  the  vacant  place  in  the  circle, 
he  is  "  it  "  again  ;  if  not,  the  player  pursuing  him  becomes  "  it." 


47 

iog.     TIP-UP. 
(SECONDARILY — ACCURACY  OF  MOTION.) 

The  center  player  of  a  circle  of  players  tosses  a  ball  high  up 
in  the  air,  the  other  players  striving  to  catch  it  as  it  descends. 
The  player  who  succeeds  in  catching  the  ball  tosses  it  up  in 
turn.  The  ball  can  be  tossed  with  either  hand,  or  with  both 
hands,  or  it  can  be  struck  from  below  after  a  rebound  from  the 
ground.  Players,  of  course,  are  at  liberty  to  leave  their  places  in 
attempts  to  catch  the  ball,  but  must  reform  the  circle  after  each 
catch. 

A  large  number  (24  or  more)  participating,  the  circle  can  be 
divided  into  four  or  more  sections,  all  first  players,  second  and 
so  on,  in  successive  order,  striving  to  catch  the  ball  upon  its 
descent. 

^4 10.  SAVE  YOURSELF  IF  YOU  CAN. 
The  group  of  players  forms  in  a  semi-circle  or  in  a  straight 
line,  and  before  them  stands  a  "  story-teller."  The  story-teller 
tells  a  story  in  which  occur  the  words,  "  Save  yourself  if  you 
can."  As  soon  as  these  words  are  pronounced  all  the  players 
repeat  them,  then  rush  to  a  distant  goal,  stamp  the  ground  three 
times,  knock  three  times,  clap  hands  three  times,  or  do  some- 
thing else,  mutually  agreed  on,  three  times,  then  return  to  the 
starting  point.  The  last  one  to  arrive,  becomes  the  next  story- 
teller. Any  player  who  does  not  perform  the  required  act  three 
times,  is  shut  out  from  the  game. 

in.     RACES. 

The  players  are  arranged  in  a  column  of  three  lines,  accord- 
ing to  their  size.  At  a  distance  of  from  forty  to  sixty  yards  is 
drawn  a  goal  line.  At  a  given  signal  the  first  of  each  line  run, 
the  one  of  the  three  first  crossing  the  line  being  the  winner. 
This  one  goes  leisurely  back  to  the  columns,  falling  in  line  in 
the  rear.  The  others  follow  in  order  as  rapidly  as  the  signal  is 
given  by  the  leader,  the  winner  in  each  rank  going  back  to  the 
end  of  the  column  and  taking  his  place,  so  as  to  preserve  the 
column  of  three  lines.  When  all  have  run,  the  winners  run  in 
the  same  way,  and  so  on  until  the  final  winner  is  found.  The 
defeated  ones  in  each  line  form  at  the  right  or  left  of  the  leader 
to  witness  the  rest  of  the  racing. 


48 

• 
The  same  races  may  be  run  by  having  the  contestants  hop  on 

one  foot,  or  on  both,  forward  or  backward,  instead  of  running. 

Another  interesting  form  is  a  Leap  Frog  Race,  in  which 
several  rows  of  players  stand  in  position  to  be  leaped  over,  those 
racing  taking  their  places  on  the  starting  line,  one  behind  each 
row  of  stooping  players.  The  one  reaching  the  goal  first,  after 
leaping  over  all  the  players  in  his  row,  wins. 

In  the  Serpentine  Race  ten  staffs  about  four  feet  high  are  re- 
quired. These  are  stuck  into  the  ground  in  a  straight  line 
about  ten  feet  apart.  Unless  several  such  courses  can  be  laid 
out,  the  competitors  will  have  to  run  separately  and  be  timed. 
The  race  is  run  by  passing  the  first  staff  on  the  left  side,  the 
next  on  the  right,  the  third  on  the  left,  and  so  on.  The  one 
reaching  the  last  post  in  the  shortest  time  wins  the  race. 

This  race  may  also  be  run  using  dumb-bells  placed  on  the 
floor  at  regular  intervals,  instead  of  staffs. 


STATUES. 
(SECONDARILY  —  TRAINING  EYE.) 

The  leader  stands  at  one  side  of  the  playground,  on  a  line 
marking  the  goal  on  that  side,  with  his  back  to  the  other  play- 
ers, and  either  taps  on  the  floor  with  a  wand  or  counts  aloud  any 
number  up  to  ten,  during  which  time  the  players  try  to  steal  up 
as  near  as  possible  to  the  goal  line.  As  soon  as  the  leader  stops 
tapping  or  counting  the  players  stop  and  stand  immovable, 
while  the  one  who  is  "  it  "  turns  quickly  around  and  sends  back 
to  the  starting  place  all  whom  he  sees  moving,  then  turns  his 
back  and  continues  as  before.  The  player  crossing  the  goal 
line  first  without  the  leader  seeing  him  is  the  leader  for  the  next 
game. 

113.     CATCH  THE  WAND. 

(SECONDARILY  —  ACCURACY  OF  MOTION.) 

The  leader  stands  in  the  center  of  a  semi-circle,  formed  by 

the  other  players,  holding  a  wand  upright,  with  his  first  finger 

resting  on  one  end.     At  any  moment,  by  raising  his  finger,  he 

allows  the  wand  to  fall  to  the  floor,  at  the  same  time  calling  the 

name  of  one  of  the  players,  who  must  quickly  rush  forward  and 


49 

catch  the  wand  before  it  touches  the  floor.  If  he  succeeds  in 
doing  so,  he  becomes  the  leader;  if  not,  the  game  continues  with 
the  same  leader  until  some  one  catches  it. 

114.  TOSS-UP,  TOSS-OVER- 
(SECONDARILY — ACCURACY  OP  MOTION.) 
The  center  player  of  a  circle  of  players  tosses  a  ball  up  in  the 
air,  saying,  "  Toss-up."  The  outside  players,  marching  around 
the  circle,  must  cry  out,  "Toss-over,"  before  the  center  player 
recatches  the  ball,  whereupon  the  center  player  must  toss  the 
ball  to  the  outer  player.  Should  the  outer  player  fail  to  cry 
"  Toss-over  "  in  time,  before  the  ball  is  re-grasped  by  the  center 
player,  he  exchanges  places  with  the  next  player  in  order.  If 
the  center  player  should  fail  to  catch  the  ball,  any  player,  alert 
enough  to  secure  the  same,  may  serve  as  center  player. 

vXii5.     THREE  DEEP. 

The  players  form  a  circle,  facing  inward.  Alternate  ones 
step  in  front  of  those  standing  to  the  right  of  them,  facing  in  the 
same  way.  The  players  are  now  arranged  in  pairs.  A  runner 
and  catcher  are  now  appointed,  the  former  running  around  the 
outside  of  the. circle  and  taking  his  place  in  front  of  some  couple, 
so  making  three  standing  one  in  front  "of  the  other.  The  last, 
or  third  one,  then  becomes  the  runner,  the  catcher  pursuing  him, 
and  so  on  until  someone  is  tagged.  That  person  is  then  catcher, 
and  pursues  the  former  one,  who  runs  and  takes  his  place  in 
front  of  any  couple.  The  game  then  continues,  the  third  one 
always  being  pursued. 

Another  method  of  playing  this  game  is  to  have  those  in 
couples  face  each  other  with  about  one  step  distance  between 
them.  The  runner  runs  and  stops  between  them,  facing  either 
one,  the  one  toward  whom  his  back  is  turned  becoming  the  next 
runner. 

116.     BALIv  RACE. 

'(SECONDARILY — JUDGMENT.) 

The  players  are  divided  into  two  sections,  facing  each  other, 
and  standing  in  straight  lines  at  opposite  sides  of  the  play- 
ground. Midway  between  the  two  lines  is  placed  a  stool,  or 


50 

box,  with  a  basket  ball  on  it.  At  a  signal  from  the  leader  the 
first  from  each  side  start  for  the  ball,  the  one  reaching  it  first 
picking  it  up  and  running  back  to  his  former  place,  while  the 
others  pursue  him.  If  he  reaches  his  place  without  being 
tagged,  the  next  in  line  continue  in  the  same  way,  but  if  he  is 
caught,  he  takes  his  place  with  the  side  catching  him.  When 
all  have  run,  the  side  having  the  largest  number  of  players, 
wins. 

117.  CENTER-BASE. 
(SECONDARILY — ACCURACY  OF  MOTION.) 
The  center  player  takes  his  place  within  a  large  circle  of 
players,  standing  a  step  apart,  and  tosses  a  bean  bag  or  hand- 
ball to  any  player  in  the  circle.  The  player  catching  the  bag 
quickly  places  the  same  in  the  center  of  the  circle  and  strives  to 
catch  and  tag  the  center  player,  if  possible,  before  he  can  leave 
the  circle  (to  which  he  must  immediately  return).  If  the  center 
player  can  succeed  in  touching  the  bag  before  he  is  tagged,  he 
continues  as  center  player.  If  tagged  before  he  succeeds,  he  is 
"  out,"  and  the  successful  player  continues  as  center  player. 

118.     CATCH  THE  CENTER. 

(SECONDARILY — JUDGMENT.  ) 

Form  a  circle  facing  inward,  in  close  order,  with  four  open- 
ings wide  enough  to  permit  the  passage,  or  escape,  of  the  center 
player.  The  center  player  tosses  the  ball  to  whomever  he  likes, 
such  pupil  in  turn  tossing  the  ball  back  to  the  center  player, 
who  must  catch  it  and  escape  with  it  through  one  of  the  open- 
ings, the  player  who  threw  the  ball  endeavoring  to  catch  him 
before  he  can  succeed.  Places  are  exchanged  when  the  center 
player  has  been  caught. 

119.     TUCKER. 

The  players  form  a  circle,  alternate  ones  than  step  in  front 
of  the  one  on  their  right,  and  all  take  a  right  face.  One  player 
stands  in  the  center,  those  in  the  circle  marching  around  until 
he  commands,  "  Hands  around,"  when  all  join  hands  and  circle 
around.  After  this  has  continued  a  short  time,  the  center  player 


commands,  "  Grand  right  and  left."  This  is  done  by  each 
player  turning  and  giving  his  right  hand  to  the  one  who  was  his 
partner,  then  continuing  around,  giving  his  left  hand  to  the 
next  person  he  meets,  and  so  on  around  the  circle,  grasping 
right  and  left  hands  alternately.  This  continues  until  the 
leader  calls  out,  "Tucker,"  when  each  player  tries  to  get  a 
partner,  taking  a  position  with  the  couples  behind  each  other, 
as  in  the  beginning.  The  player  left  without  a  partner  then 
takes  his  place  in  the  center,  and  the  game  continues  as  before. 

120.     HOOP  BALL. 
(SECONDARILY — JUDGMENT.) 


2s 

.2  o 
«0 


- 
O      oi 


'S   w 

H 

fe  o 


s  § 


«    n 

u     <u 
0    0 


•s 
g 

0 


«• 

- 


Positions  of  Players — Black  versus  White. 

The  floor  is  laid  out  as  above  for  this  game.  Any  number, 
up  to  ten  on  each  side  may  play,  but  five  is  a  convenient  number 
for  each  team.  Hoops  about  two  feet  in  diameter  are  firmly  sus- 
pended nine  or  ten  feet  from  the  floor,  directly  over  each  end 
line.  The  players  stand  as  shown  in  the  diagram,  but  during 
the  game  may  move  about  in  their  own  territory  as  they  choose. 
A  basket  ball  is  used,  the  object  being  for  each  side  to  pass  the 
ball  through  the  hoop  on  the  opposite  side  and  make  it  touch 
the  floor  beyond.  Each  center  player  tries  to  prevent  its  going 
through  the  hoop  of  the  opposing  side,  and  at  the  same  time 
pass  it  to  his  forward,  the  centers  not  being  allowed  to  throw 
for  the  goal.  The  guards  try  to  prevent  its  touching  the  floor 


52 

after  passing  through  the  hoop,  while  the  forwards  endeavor  to 
prevent  this  and  allow  it  to  touch. 

If  the  ball  passes  through  and  touches  the  floor,  it  is  called  a 
touchdown,  and  counts  two  points  for  the  side  making  it. 

If  it  passes  through  and  does  not  touch,  it  counts  one  point. 

The  ball  is  put  in  play  by  being  thrown  up  between  the 
center  players. 

No  running  with  the  ball,  kicking  it,  or  pushing  or  holding 
an  opponent,  is  allowed. 

VIII.    DISCRIMINATION. 

121.     TOSSING  THE  CAP. 

The  players  are  seated  or  stand  in  two  lines  facing  each 
other,  while  the  leader  tosses  up  a  cap  so  that  it  will  alight  be- 
tween the  lines  and  in  sight  of  everyone.  If  it  alights  top  up, 
one  side  (as  agreed  upon  before)  laughs  ;  if  bottom  up,  the 
other  side  laughs.  If  anyone  laughs  when  he  should  not,  the 
leader  calls  him  out  to  take  his  place  as  leader. 


/I22.  SIMON  SAYS,  'THyMBS  UP." 
The  players  are  seated  or  stand  in  a  circle.  The  leader  says, 
"Simon  says,  '  Thumbs  up,' "  (down,  wiggle-waggle,  or  any 
movement),  at  the  same  time  turning  his  thumbs  as  he  says, 
and  followed  by  all  the  players.  If,  however,  he  omits  to  say, 
"  Simon  says,"  he  may  do  the  movement,  but  no  one  else  can, 
only  under  penalty  of  becoming  leader  ;  only  those  movements 
preceded  by  the  words,  "  Simon  says,"  being  imitated. 

123.     ARMS,  LEGS  AND  TRUNK. 

A  circle  is  formed,  the  place  of  each  player  being  marked 
with  chalk,  or  in  any  other  way.  One  of  the  players,  standing 
in  the  center,  points  to  anyone  in  the  circle  saying,  "  Arm,"  (or 
leg,  or  trunk),  and  then  counts  rapidly  to  ten.  If  the  player  to 
whom  he  points  does  a  movement  with  the  part  mentioned  be- 
fore the  leader  finishes  counting,  the  leader  goes  on  and  points 
elsewhere,  until  someone  fails  to  do  a  movement  with  the  part 


53 


called  for.     They  then  exchange  places,  the  one  who  failed  be 
coming   leader.       The     leader     may     at    any    time     call    out, 
"  Change,"    when    all  must  change   places,   whoever   fails   to 
secure  a  place  becoming  the  next  leader. 

124.     DAY  AND  NIGHT. 

The  players  are  divided  into  two  parties,  formed  in  two  lines, 
back  to  back,  about  three  paces  apart,  as  shown  in  cut : 


GOAL. 


DAY. 
NIGHT. 


+   LEADER. 


GOAL. 

One  of  the  lines  is  named  the  "  day  party,"  the  other  the 
"  night  party."  The  leader  has  a  disk  painted  black  on  one  side 
and  white  on  the  other.  (A  coin  may  be  used  in  place  of  the 
disk.)  In  front  of  each  party,  at  a  distance  of  about  fifteen 
paces,  is  a  goal.  The  leader  throws  the  disk  into  the  air.  If 
the  white  side  is  up  when  the  disk  has  alighted,  she  cries  out, 
"Day."  The  day  party  then  rushes  toward  its  goal  and  the 
night  party  pursues,  catching  as  many  members  of  the  day 
party  as  possible.  These  they  take  back  to  their  own  goal.  The 
captured  members  are  now  out  of  the  game.  The  sides  now 
change,  the  disk  is  thrown  again,  and  the  party  whose  side 
turns  up  starts  up  as  before.  The  game  is  continued  in  this  way 
until  all  the  players  on  one  of  the  sides  are  out.  This  closes  the 
game. 

125.     WOOD  TAG. 

This  is  played  as  an  ordinary  game  of  tag,  except  that  the 
players  must  be  touching  wood,  with  hands  or  feet,  in  order  to 
be  safe  from  being  tagged. 


54 
126.     BUZZ. 

Quick-witted  youth  will  be  interested  in  an  arithmetical 
game  called  "  Buzz."  The  participants  are  resting  from  some 
lively  running  game  and  seated  in  a  circle,  or  around  the  room. 
One  person  begins  by  saying,  "One,"  the  next  "  Two,"  the 
counting  continuing  around  the  circle  ;  but,  whenever  the 
number  "seven"  is  reached,  or  any  multiple  of  seven,  as  14, 
21,  etc.,  or  any  number  having  the  word  seven  in  it,  as  17  or  27, 
it  must  not  be  given,  but  in  its  place  the  person  says,  "  Buzz," 
and  the  following  number  is  counted  by  the  next  player.  On 
the  failure  of  any  one  to  say  "  Buzz  "  at  the  proper  time,  he  is 
dropped  from  the  circle.  Thus  the  game  proceeds,  usually  com- 
mencing with  "  one"  again  each  time  a  person  misses,  until  but 
one  player  is  left  to  score  the  victory.  Some  action  or  move- 
ment, as  clapping  of  hands,  etc.,  can  be  substituted  for  the 
speaking  of  the  word  "  Buzz." 


IX.    JUDGMENT. 

127.     STAFF  WRESTLING. 

The  staves  for  this  should  be  about  i  Y^.  inches  thick  and 
about  20  inches  long.  One  staff  is  enough  for  about  twelve 
players,  but  if  the  number  be  greater,  it  is  preferable  to  use  more. 
The  players  form  in  a  circle  with  a  leader  in  the  center.  The 
leader  summons  two  players,  who  step  into  the  circle  They  are 
then  given  the  staff,  for  the  possession  of  which  they  struggle 
until  one  of  them  wins  it.  A  new  pair  is  now  summoned.  This 
is  continued  until  all  have  had  their  turn.  The  winners  of  the 
different  contests  then  repeat  the  work  until  the  final  winner  is 
reached. 

RIJSG  WRESTUNG. 

This  differs  from  the  preceding  only  in  the  use  of  rings  in- 
stead of  staves. 


55 

128.     BEAR  IN  THE  RING. 

A  number  of  players  join  hands  and  form  a  circle,  the  bear- 
pit.  One  of  their  number,  previously  selected  for  bear,  wanders 
about  on  the  inside,  attempting  to  get  out  by  testing  the  bars. 
The  bear  may  break  through  the  bars  by  placing  his  weight  on 
the  grasped  hands,  or  jump  over  or  crawl  under  the  same.  If 
he  breaks  through  and  escapes,  the  keepers  give  chase,  the  one 
catching  him  in  turn  becoming  bear.' 

129.     LAST  PAIR,  PASS. 

A  number  of  couples  stand  behind  each  other.  Before 
them  stands  the  catcher.  She  says,  "  L,ast  pair  pass,  one,  two, 
three,"  clapping  her  hands  three  times.  At  the  last  clap  the 
rear  couple  separates,  the  members  running  to  opposite  sides 
in  a  large  circle  past  the  players,  in  order  to  join  hands  again 
in  front  of  the  catcher.  The  latter,  in  her  turn,  endeavors  to 
tag  one  of  them  before  they  succeed  in  joining  hands.  If  she 
succeeds,  she  and  the  one  not  tagged  take  first  place  before  the 
others,  and  the  one  tagged  becomes  catcher.  In  case  the  last 
pair  join  hands  before  one  of  them  is  caught,  they  take  first 
place,  the  catcher  again  calling,  "  L,ast  pair,  pass." 

130.     WHAT  DOST  THOU  IN  MY  GARDEN  ? 

The  players  stand  about  two  feet  apart  in  a  circle  with  hands 
grasped.  One  player,  without  the  circle,  is  the  gardener,  and 
another  within  is  the  thief.  The  following  dialogue  then  en- 
sues : 

Gardener  :     ' '  What  dost  thou  do  in  my  garden  ?  ' ' 

Thief:     "  I  am  eating  apples." 

Gardener  :     ' '  Who  gave  thee  permission  ?  ' ' 

Thief:     "Nobody." 

Gardener  :     "  Now  escape  if  thou  canst." 

The  thief  now  runs  out  of  the  circle  underneath  the  arms  of 
two  of  the  players,  then  runs  anywhere  she  will,  in  and  out,  till 
she  finally  re-enters  the  circle  by  the  opening  through  which  she 
first  passed  out.  The  gardener  all  the  while  pursues  her,  fol- 


56 

lowing  her  in  all  the  turns  she  makes,  and  tries  to  touch  her 
before  she  can  re-enter  the  circle  through  the  right  opening. 
If  successful  the  gardener  chooses  a  new  thief,  the  caught  one 
taking  her  place  in  the  circle,  and  the  play  goes  on  as  before. 
If  the  gardener  does  not  catch  the  thief,  or  makes  a  mistake  in 
following  in  her  path,  she  forfeits  her  part,  the  thief  now  becom- 
ing gardener  and  choosing  a  new  thief,  and  the  former  gardener 
returning  to  the  circle.  (A  new  fruit  may  be  named  at  each 
change  of  players,  such  as  pears,  peaches,  strawberries,  etc.) 

131.     THE  CATCH  OF  FISH. 
(SECONDARILY — REACTION.) 

The  players  are  separated  into  two  equal  divisions,  each 
occupying  a  goal  along  one  side  of  the  playground.  The  line  of 
players  constituting  the  net,  have  hold  of  each  others'  hands. 
When  the  cry  is  given,  "  The  net  is  coming,"  the  two  divisions 
run  toward  each  other.  Whoever  gets  into  the  net  and  remains 
there  until  the  two  ends  come  together,  forming  a  ring,  is 
caught  and  is  led  to  a  space  at  one  side,  also  called  a  net,  and 
remains  there.  After  each  catch  (running  across),  the  sides 
change,  the  fish  becoming  catchers  and  vice  versa.  This  is 
continued  until  all  the  fish  on  one  side  are  caught. 

This  game  may  also  be  played  by  having  only  one  catcher 
at  the  beginning,  all  the  others  being  fish.  All  caught  then 
immediately  take  their  places  as  catchers,  joining  hands  with 
the  first  catcher  and  helping  him  catch  the  others.  The  last 
one  caught  is  the  catcher  for  the  next  game.  If  the  catchers  let 
go  of  hands  the  net  is  broken  and  anyone  caught  must  be 
released. 

132.     THE  FOWLER. 
(  SECONDARILY — REACTION.  ) 

One  player  is  the  fowler,  another  the  buyer,  and  the  rest  are 
birds.  These  are  squatted  here  and  there  on  the  ground,  the 
fowler  having  given  each  of  them  the  name  of  some  bird.  The 
buyer  wishes  to  buy  a  certain  bird,  a  finch,  for  instance.  If  any 
such  bird  be  there,  a  price  is  agreed  upon,  and  while  the  buyer 


57 

is  counting  out  the  money,  the  fowler  calls  out,  "Finch,  fly 
away,  but  come  back  to  your  house  soon."  The  bird  tries  to 
escape  and  the  buyer  pursues.  If  he  catches  the  bird,  it  is  his 
and  is  put  in  his  cage,  but  if  the  bird  escapes  and  gets  back  to 
his  place,  he  is  free.  When  all  the  birds  are  sold  the  game 
begins  anew. 

133.     PUSSY  WANTS  A  CORNER. 

(SECONDARILY — REACTION.) 

Each  player  chooses  a  place,  a  tree,  a  corner  of  a  house,  an 
apparatus,  or  places  a  stick  or  wand  into  a  hole,  or  a  ring  as 
used  in  the  gymnasium,  etc.  All,  with  the  exception  of  one, 
have  places.  These  places  being  decided  on,  all  go  to  the  mid- 
dle of  a  circle  and  at  a  signal  run  for  these  places.  The  one 
who  fails  to  get  a  place  begins  the  play.  She  goes  from  place 
to  place  and  says,  "Pussy  wants  a  corner."  Meanwhile  the 
players  exchange  places  at  will.  The  seeker  for  a  place  endeav- 
ors to  secure  one  by  outwitting  one  of  the  girls  who  is  exchang- 
ing with  another  and  getting  into  the  place  first.  The  one  thus 
deprived  of  a  place  becomes  the  next  seeker.  If  a  seeker,  after 
repeated  effort,  fails  to  secure  a  place,  she  may  call,  "All 
rooms  to  let,"  or  "  All  places  change,"  and  all  must  exchange. 
In  the  confusion  of  this  general  exchange,  her  chances  of  secur- 
ing a  place  are  better. 


V 


134.     CAT  AND  RAT. 
(SECONDARILY — REACTION.) 

The  players  stand  in  a  circle,  facing  inward  and  grasping 
hands.  One  player  is  chosen  as  the  rat  and  stands  within  the 
circle  ;  another  is  the  cat  and  stands  outside  the  circle.  A  dia- 
logue then  takes  place  as  follows  : 

Cat:     "I'm  the  cat." 

Rat  r     "I'm  the  rat." 

Cat:     "  I'll  catch  you." 

Rat:     "You  can't." 

The  rat  then  runs  about  in  and  out  of  the  circle  under 
the  arms  of  the  players,  pursued  by  the  cat.  The  players 


58 

try  to  prevent  the  cat  catching  the  rat  by  allowing  the  latter  to 
get  out  of  the  cat's  way  and  keeping  the  cat  from  the  rat. 
When  the  rat  is  caught,  both  cat  and  rat  take  their  places  in  the 
circle  and  the  next  players  standing  on  the  right  of  each  become 
cat  and  rat. 

135.     THE  FARMER  GAME. 

A  small  place  at  one  end  of  the  playground  is  marked  off  as 
the  fanner's  house.  Two  players,  called  "guards,"  leave  the 
farmer's  house  with  hands  grasped.  Just  behind  them  is  the 
farmer,  whom  they  are  guarding.  They  move,  in  any  direction 
across  the  play  ground,  but  must  not  go  faster  than  a  walk.  The 
other  players  pursue  the  farmer,  who  shields  herself  by  running 
behind,  in  front  of,  or  around  her  guards,  the  pursuers  striking 
her  with  the  palms  of  their  hands  or  with  knotted  handkerchiefs 
as  often  as  they  can.  The  guards  try  to  strike  the  pursuers 
when  they  come  within  reach.  When  a  guard  strikes  a  pur- 
suer, all  the  pursuers  turn  upon  the  three  (guards  and  farmer) 
and  drive  them  with  blows  to  the  farmer's  house.  The  pursuer 
who  was  touched  by  the  guard  now  becomes  farmer,  and  the 
game  continues  as  before.  In  case  one  of  the  pursuers,  while 
driving  the  three  into  the  farmer's  house,  oversteps  the  walls  of 
the  house,  she  becomes  farmer. 

136.     CATCHING  (TAG  OR  TICK). 

The  catcher,  who  has  been  appointed  by  counting  off,  or  lot, 
tries  to  tag  one  of  the  other  players  who  run  away.  The  one 
tagged,  whose  name  is  to  be  called  out  loudly,  continues  the 
game  at  once,  but  she  is  not  permitted  to  tag  the  one  who 
caught  her.  If  a  goal  be  designated,  the  players  may  make  for 
that  for  safety,  but  if  the  goal  be  misused,  the  catcher  may  call 
"  Three  times  three  are  nine,  who  does  not  run  is  mine,"  when 
all  players  must  leave  the  goal.  As  a  variation,  it  may  be 
agreed  that  squatting  saves  from  being  tagged,  or  the  taking 
hold  of  certain  objects,  such  as  pieces  of  iron,  etc.  Another 
variation  of  this  is  "  Cross  Tag."  In  this  the  players  cross 
between  the  pursuer  and  the  one  pursued,  the  catcher  at  once 


59 

pursuing  the  one  who  has  crossed  the  path,  and  so  on  till  some- 
one is  tagged.  This  one  now  becomes  catcher.  Still  another 
variation  is  "Shadow  Catching,"  played  as  follows  :  The  first 
catcher  is  determined  by  means  of  a  "  counting-out  rhyme." 
(The  rhyme  is  repeated,  one  player  being  pointed  to  at  each 
word,  until  the  last  word  is  reached.  The  one  getting  this  word 
is  catcher).  Then  the  players  scatter,  each  one  taking  a  place 
marked  out  beforehand.  The  catcher  tries  to  step  on  the 
shadow  of  another  player.  This  player  seeks  to  avoid  it  by  run- 
ning away,  jumping  up  or  squatting  down.  When  the  catcher 
succeeds  in  stepping  on  some  one's  shadow,  she  cries  ' '  caught, ' ' 
and  the  person  caught  becomes  the  next  catcher,  the  previous 
catcher  taking  her  place.  Hang  tag  is  a  favorite  form  of  this 
game,  in  which  a  player  must  be  hanging  by  his  hands  to  some- 
thing in  order  to  be  free  from  being  tagged.  If  any  part  of  his 
body  is  resting  on  the  floor  or  apparatus,  the  person  may  be 

tagged. 

137.     CHICKEN  FIGHT. 

(SECONDARILY — ACCURACY  OF  MOTION,  REACTION). 

A  circle  about  two  feet  in  diameter  is  drawn,  in  which  a 
player  places  one  "foot,  having  the  knee  well  bent  and  the 
weight  of  the  body  over  that  foot,  the  other  knee  being  straight 
and  the  foot  outside  the  circle.  Another  player  folds  his  arms, 
as  does  also  the  one  in  the  circle,  and,  by  hopping  on  one  foot 
against  the  latter,  tries  to  push  his  foot  from  within  the  circle  to 
the  outside.  If  he  succeeds  he  is  declared  the  winner  and  two 
more  players  continue  the  game,  and  so  on  until  all  have  tried  ; 
then  the  winners  of  each  couple  until  the  final  winner,  is  found. 
The  one  outside  the  ring  must  have  only  one  foot  on  the  floor  at 
once,  but,  when  tired  of  hopping  on  one,  may  change  to  the  other 
by  a  hop.  The  center  player  by  dodging  and  resisting  the 
attacks  of  the  other,  may  cause  him  to  lose  his  balance  and  place 
both  feet  on  the  floor,  in  which  case  the  center  player  is  the 
winner. 

This  may  also  be  played  by  the  center  one  holding  his  place 
against  all  the  players  in  succession  until  someone  succeeds  in 
removing  his  foot  from  the  circle. 

A  variation  of  the  above  is  to  have  both  players  hop  freely 
around  the  floor,  each  trying  to  make  the  other  place  both  feet 


6o 

down  by  hopping  against  him,  the  one  succeeding  in  doing  so 
being  the  winner. 

138.     TUG  OF  WAR. 

(SECONDARILY — ACCURACY,  STEADINESS  OF  MOTION, 
REACTION). 

The  players  are  divided  according  to  their  strength  into  two 
equal  divisions.  Each  side  then  lines  up  with  its  members  one 
behind  the  other,  the  two  leaders  facing.  The  players  on  each 
side  stand  alternately  on  the  left  and  right  sides  of  the  long  rope, 
which  all  grasp  with  both  hands.  A  goal  line  having  been 
drawn  behind  each  division,  at  the  word  "Pull,"  both  sides 
start  to  pull,  the  object  being  to  pull  the  other  side  over  the 
opposite  goal  line,  the  side  doing  so  winning. 

139.     LONDON  BRIDGE. 

(SECONDARILY — ACCURACY,  STEADINESS  OF  MOTION, 
REACTION). 

Two  players  facing  each  other  grasp  hands  with  arms  ex- 
tended upward  and  form  an  arch.  The  other  players,  marching 
behind  each  other,  pass  through  the  arch,  singing  : 

London  bridge  is  falling  down, 
Falling  down,  falling  down, 

So  merrily  ! 

Fill  it  up  with  wood  and  stone, 
Wood  and  stone,  wood  and  stone, 

So  merrily. 

The  last  line  of  each  stanza  sung,  the  two  players  forming 
the  arch  lower  their  arms  about  the  one  who  happens  to  be 
passing  between  them  at  the  time  and  hold  her  captive. 

It  is  previously  agreed  between  the  two  forming  the  arch, 
that  one  represents  wood  and  the  other  stone  (or  such  other  dif- 
ferent materials  as  may  be  chosen). 

The  captive  is  asked  in  a  whisper  so  that  her  followers  do 
not  hear  (and  must  answer  in  a  soft  voice)  which  of  the  two  she 
wants  to  be.  When  she  has  chosen  she  takes  her  place  behind 
the  girl  standing  for  the  material  she  has  chosen. 

The  game  is  repeated  till  all  have  chosen  and  are  arranged 
in  two  files. 

The  leaders,  still  facing  each  other,  lock  hands  over  each 
others'  backs  and  each  player  locks  hands  around  the  waist  of 


6i 


the  one  before  her.  When  all  are  ready  the  leaders  shout : 
"  Ready  !  Pull !  "  All  pull  backward,  the  strongest  side  win- 
ning the  game. 

The  pulling  may  also  be  done  standing  side  by  side,  with 
arms  locked,  or  placed  around  each  others'  backs  or  over  the 
shoulders,  etc. 

140.     THE  CHICKENS  AND  FOX. 

Two  players  are  chosen,  one  to  represent  the  mother  hen 
and  the  other  the  fox  who  wishes  to  get  a  chicken  for  his  meal. 
The  others  (who  are  the  brood)  each  grasping  the  one  in  front, 
beginning  with  the  largest,  range  themselves  in  line  behind 
their  parent.  This  is  done  just  as  the  fox  appears,  the  follow- 
ing dialogue  then  taking  place  : 

Hen  :     "  What  do  you  want,  fox  ?" 

Fox  :     "I  want  a  chicken  " 

Hen  :     ' '  Where  will  you  get  it  ?' ' 

Fox  :     ' '  Out  of  your  flock . ' ' 

At  this  time  the  fox  runs  to  either  side,  left  or  right,  trying 
to  catch  one  of  the  chickens — the  one  caught  becoming  fox  for 
the  next  time.  The  mother  hen  moves  to  either  side  to  protect 
her  flock,  who  move  with  her,  trying  to  keep  behind  her. 

141.     PRISONER'S  BASE. 
(SECONDARILY — REACTION,  JUDGMENT) . 


Prison. 


Pursuer 


(     )    Prison. 


(       ) 
~*-s 

( 
( 
( 


Goals  are  marked  off  at  both   ends  of  the  'playground,  the 
players   divided  into  two  equal  divisions,    occupying   the  two 


62 

goals.  About  ten  paces  to  the  right  of  each  goal,  is  a  prison. 
A  player  advances  toward  the  opposite  «oal,  when  one  from  that 
goal  starts  out  to  catch  him.  He  retreats,  and  one  from  his  side 
runs  to  his  rescue  by  trying  to  catch  the  pursuer — who  in  turn 
is  succored  by  one  from  his  side,  and  so  on.  Every  player  may 
catch  anyone  from  the  opposite  side  who  has  been  out  of  his 
goal  longer  than  he  has.  Any  player  caught  is  conducted  to 
the  prison  by  his  captor  and  must  remain  there  until  rescued  by 
some  one  from  his  side,  who  touches  him  with  the  hand.  The 
one  who  does  this,  is  subject  to  being  caught  like  any  other 
player. 

X.    ORGANIZED. 

i.     U)W  ORGANIZATION. 
142.     FIST  BALI,. 

The  playground  must  be  as  even  as  possible ;  at  least  one 
hundred  feet  long  and  60  feet  wide.  The  side  and  end  bound- 
aries must  be  clearly  defined.  Straight  across  the  center  of  the 
same  a  line  of  about  the  thickness  of  one's  little  finger  is  drawn 
at  the  height  of  7  to  8  feet.  The  ball  used  is  round  and  hollow 
(same  material  as  in  football)  and  has  a  diameter  of  9  to  16 
inches. 

The  players,  10  to  12  (with  a  greater  number  one  can  take 
two  or  more  balls),  are  divided  into  two  sides  and  are  placed 
facing  each  other.  Every  player  is  enjoined  to  leave  his  post  as 
little  as  possible.  The  manner  of  the  game  is  as  follows  :  The 
ball  is  hit  from  the  opposite  side  over  the  line  and  hit  back  by 
an  underblow  from  the  fis^  or  forearm  over  the  line  again  in  such 
a  manner  that  it  can  be  hit  back  again  over  the  line.  Only  a 
returned  ball  counts.  A  ball  which  bounds  over  the  side  or  rear 
boundaries  of  the  playground  is  not  counted.  Such  a  ball  is 
rolled  back  into  the  ground  of  the  side  which  made  the  mistake 
and  is  thrown  again  over  the  line  without  being  counted. 

A  throw  is  made  as  follows  :  The  player  lifts  the  ball  over 
his  head  and  hits  it,  as  it  falls,  with  his  fist  or  the  forepart  of  his 
arm.  If  such  a  thrown  ball  comes  down  on  the  ground  in  the 


63 

home  field  it  must  be  played  again.  If  it  goes  over  the  line,  one 
of  the  players  on  the  other  side  tries  to  hit  the  ball  back  before 
it  touches  the  ground.  Or  the  ball  may  bounce  once  and  then 
be  hit  back  in  the  way  already  described.  Every  player  has 
the  right  of  hitting  the  ball  from  underneath  as  many  times  as  he 
likes,  nursing  the  ball  till  he  has  it  in  a  proper  hitting  position. 
The  ball  may  also  touch  the  ground  after  every  hit.  As  already 
said,  the  player  may  continue  this  manner  of  hitting  till  he 
gives  the  ball  the  final  hit,  or  else  he  may  play  the  ball  into  the 
hands  of  another  player  who  has  a  better  position  for  hitting  it. 
The  chief  rules  are  : 

i.  The  ball  must  be  hit  only  with  the  tightly  clenched  fist, 
right  or  left,  or  with  the  under  part  of  the  forearm  (in  this  case, 
fingers  also  clenched  to  a  fist). 

2.  The  ball  does  not  count : 

(a)  When  the  player  touches  the  same  with  the  palm  of  his 
hand,  or  with  both  fists  or  arms  at  the  same  time. 

(b)  When  the  ball  is  hit  over  the  line  by  a  blow  from  above 
or  from  the  side,  or  with  a  fist  raised  above  shoulder. 

(c)  When  the  ball  touches  the  ground  twice  in  succession. 

(d)  When  the  ball  is  hit  under  the  line  or  touches  the  same. 

(e)  When  the   ball  touches  the  ground  beyond  the  bound- 
aries of  the  field. 

3.  The  side  which  has  made  the  mistake   must   "play" 
the  ball  anew. 

4.  The  ball,   when  hit  before  touching  the  ground,  counts 
two  points  ;  if  it  touches  the  ground  once,  before  being  hit  over 
the  line,  it  counts  one  point. 

5.  A  certain  number  of  points,  generally  30  or  40,  or  more, 
decided  upon  beforehand,  wins  the  game. 

6.  The  ball  counts  only  when  thrown  over  the  line,  accord- 
ing to  rule. 

7.  A  ball  which  is  rolled  back  must  not  be  hit,  but  must  be 
played  anew. 

8.  It  is  not  allowed  to  enter  the  field  of  the  opposite  side. 

9.  If  30  points  or  any  other  number  win  the  game,  the  thir- 
tieth or  last  ball  must  be  a  direct  one,  that  is,  to  be  hit  before 
touching  the  ground. 


64 

ID.  After  every  game  the  sides  change  their  positions. 
The  winning  side  plays  off  the  ball  first.  If  two  balls  are 
used  each  side  plays  off  one  at  the  same  time.  It  is  advisable 
to  appoint  a  counter  for  every  ball  which  is  played  in  the  game. 
This  game  is  admirably  adapted  to  both  sexes  from  14  years 
upward. 

143.     PUNCH-BALL. 

This  game  is  played  with  a  basket  ball,  which  is  struck  with 
the  closed  fist  so  that  it  will  roll  along  the  ground.  A  center 
line  and  two  end  lines  divide  the  field  into  two  equal  parts,  the 
players  standing  in  two  equal  divisions  just  in  front  of  each  end 
line.  The  object  of  the  game  is  to  cause  the  ball  to  roll  over 
the  end  line  of  the  opposite  side  by  striking  it  as  above 
described.  The  players  are  allowed  to  move  about  freely  on 
their  side  and  may  roll  the  ball  up  to  the  center  line  before  giv- 
ing it  the  final  stroke.  It  may  also  be  rolled  from  one  player  to 
another  on  the  same  side  until  a  good  opportunity  is  found  to 
send  it  across  the  opposite  goal  line.  Every  goal  made  counts 
one  point  for  the  side  making  it.  Striking  the  ball  with  the 
open  hand  or  kicking  it  counts  one  point  against  the  side  doing 
so. 

144.     BATTLE  BALL. 
COURTS  OR  PLAY  GROUNDS. 

The  size  of  the  court  may  be  regulated  by  the  amount  of 
space  at  the  disposal  of  the  players.      The  following  measure- 
ments and  arrangements,  with  the  diagram,  may  suggest  pro- 
portions suitable  to  a  satisfactory  playing  of  the  game.     A  court 
of  a  length  twice  its  width  makes  an  exact  square  for  each  side 
— 50x25  feet  having  been  found  to  give  the  amount  of  space 
most  desirable  for  teams  of  five  on  a  side.     The  lines  should  be 
marked  on  the  floor,  or  ground,  as  shown  on  the  diagram.     The 
full  lines  on  the  side,  with  the  broken  lines  at  the  ends,  give  tl 
limits  of  the  space  enclosed  for  playing  ;  the  broken  line  in  tl 
center  is  the  center  foul  line,  while  the  broken  lines  at  the  ends  • 
are  the  end  foul,  base  or  goal  lines  ;  the  border  beyond  repre- 
sents the  stop  nets,  which  may  be  set  five  feet  behind  the  goal 


65 

lines ;  over  the  goal  lines,  and  seven  feet  above  them,  cords 
should  be  stretched  from  posts  (jumping  standards  will  serve 
the  purpose);  set  at  the  corners  of  the  court.  On  each  goal  line 
place  three  pairs  of  bowling  pins  or  Indian  clubs  of  two  or  three 
pounds  weight,  one  pair  in  the  center  and  the  others  three  feet 
from  the  posts,  the  pins  of  each  pair  being  eighteen  inches 
apart.  With  teams  of  five,  the  three  stationed  in  front  of  the 
pins  serve  as  guards  or  goal  tenders,  while  the  forwards  act 
mainly  as  throwers. 

When  the  game  is  played  out  of  doors,  and  a  larger  number 
than  usually  make  a  team  wish  to  play,  several  courts  can  be 
laid  out  side  by  side,  the  right  side  line  of  one  answering  for  the 
left  side  line  of  another.  Goal  pins  may  be  substituted  by  wand 
or  sticks  projecting  about  three  feet  above  the  ground  ;  and  in 
place  of  the  back  stop  nets,  substitutes,  or  shacks,  may  be 
employed  to  chase  the  balls  that  pass  the  goal  lines. 

A  round  rubber  ball,  filled  with  air  and  covered  with  leather 
(same  material  as  a  foot-ball),  nine  inches  in  diameter  and 
weighing  about  a  pound,  has  proved  to  be  the  most  satisfactory 
missile,  and  completes  the  outfit. 

DIRECTIONS   FOR   PLAYING. 

While  five  make  the  best  number,  three,  four,  or  six  on  a 
side  may  play  the  game  comfortably  and  to  advantage.  The 
positions  of  the  players  may  be  changed  about,  but  in  a  close 
contest  it  is  desirable  to  have  the  best  throwers  in  front,  and 
the  best  catchers  for  guarding  the  goals. 

The  side  having  the  ball,  which  may  be  decided  by  the  toss 
of  a  cent  or  other  means,  tries  to  throw  it  between  the  goal  posts 
of  the  other  side ;  if  it  succeeds  in  doing  this,  ten  points  are 
scored  in  its  favor  ;  failing  to  make  a  goal,  but  hitting  a  pin  or 
post  instead,  five  points  are  counted  ;  if  the  ball  only  passes  the 
goal  line  under  the^B^l,  three  points  are  made.  Should  the 
ball  go  over  the  go^lBd,  it  is  a  foul  and  counts  one  against 
the  side  throwing  it-^Wts  the  goal  tenders  will  try  to  cause  by 
pushing  the  ball  up  instead  of  stopping  it.  If  a  thrower  steps 
over  the  center  foul  line,  two  points  are  counted  against  his 
side. 

The  game  may  be  played  five,  ten,  fifteen,  or  twenty  min- 
utes, according  to  the  condition  of  the  players.  Two  ten  min- 


66 

utes'  innings,  with  a  five  minutes'  rest  between,  makes  a  short, 
sharp  and  exciting  game,  and  seems  best  suited  to  the  interest 
and  power  of  endurance  of  the  average  student. 

There  should  be  a  referee,  two  judges,  and  one  or  two 
scorers,  though  all  of  these  functions  may  be  performed  by  one 
person  in  practice  games.  The  referee  keeps  the  time,  starts 
the  game,  announces  its  progress,  and  settles  all  disputes.  The 
judges  watch  for  fouls,  and  report  the  points  made  by  their 
respective  sides  to  the  scorers.  If  the  score  is  posted  on  a  black- 
board in  view  of  the  players,  the  interest  is  much  enlivened. 

POINTS  OF   INTEREST. 

In  order  to  realize  the  best  physical  results  from  the  game, 
the  ball  should  be  folded  on  the  wrist  and  bowled  with  a  straight 
arm,  while  the  weight  is  thrown  forward  on  the  opposite  leg  and 
the  body  swung  nearly  half  round  from  the  waist.  By  this 
movement  the  muscles  of  the  chest,  abdomen,  loins  and  legs,  are 
brought  into  powerful  action,  and  the  ball  can  be  thrown  with 
greater  speed  and  accuracy. 

The  ball  can  be  best  stopped  by  blocking  it  with  both  arms, 
legs,  and  body,  if  necessary. 

When  acting  on  the  defensive,  the  throwers  usually  fallback 
to  within  a  few  feet  of  the  goal  tender,  so  as  to  cover  the  gaps 
between  them — but  not  too  far  back,  as  this  tires  the  players 
and  gives  no  opportunity  for  the  guards  to  stop  such  balls  as 
pass  the  forwards.  Nor  should  the  guards  play  too  far  in  front 
of  their  goal  pins,  except  when  running  to  the  front  to  throw  the 
ball,  at  which  time  the  exposed  pins  should  be  covered  by  one 
of  the  forwards. 

The  constant  aim  should  be  to  throw  the  ball  through  the 
pins  or  an  opening  between  the  players,  instead  of  at  the  players, 
who  are  prepared  to  catch  it. 

In  this  game,  as  in  football,  skill  may  be  shown  in  attacking 
or  defending  weak  points,  and  in  so  conducting  the  game  that 
the  most  points  are  made  just  when  they  are  most  needed. 

An  interesting  feature  of  the  game  is  the  frequency  with 
which  the  score  is  changed,  first  one  side  and  then  the  other 
being  ahead ;  which,  with  well-matched  teams,  leaves  the  final 
result  uncertain  until  the  last  moment  of  play  has  expired. 


67 


145-     ROUNDERS. 

The  players  are  divided  into  two  sides.  A  large  circle  is 
marked  out  with  flat  stones  or  blocks  placed  at  intervals  of  from 
twenty  to  thirty  yards.  Having  decided  which  side  is  to  be  in, 
the  others  are  posted  in  different  parts  of  the  field  to  act  as 
scouts.  The  players  stand  at  the  starting  post.  Number  one 
has  a  bat  and  ball.  Hitting  the  ball  as  swiftly  as  possible,  he 
drops  the  bat  and  runs  to  the  next  station.  If  he  is  touched 
with  the  ball  before  reaching  it,  he  is  out  of  the  game.  The 
rest  of  the  players  follow  and  the  players  run  from  station  to 
station  as  they  have  opportuity.  If  a  complete  circle  is  made 
in  one  run,  it  counts  double.  The  players  must  stand  with  one 
or  both  feet  on  the  station,  or  they  may  be  ordered  out  after 
being  hit  with  the  ball.  When  the  players  on  one  side  have  all 
played,  the  opposite  side  enters,  and  the  side  which  has  the 
highest  number  of  runs  wins  the  game.  It  is  advisable  to  have 
a  captain  chosen  for  each  side. 

146.     CAPTAIN  BALL. 

Lc.ff     A«/f  Tf-'fAf     A*//: 


0. 


0- 


The  field  or  gymnasium  floor  is  divided  into  two  equal  parts, 
left  and  right  half  ;  each  half  contains  five  rectangular  spaces, 
(a,  b,  c,  d,  e,  f,  g,  h,  k,  m)  and  two  somewhat  larger  or  circular 


63 

spaces  called  centers  (x  and  y)  marked  on  the  floor  and  all  called 
bases.  If  sufficient  spring  or  jumping  boards  are  on  hand,  they 
may  be  used  instead  of  marking  the  floor. 

Any  number  of  players  may  participate  in  the  game,  but  it 
is  advisable  to  have  twice  as  many  players,  less  four,  as  there 
are  bases  ;  thus  in  the  above  we  have  a  total  of  twelve  bases, 
hence  twenty  players. 

For  convenience  of  description,  I  divide  the  players  into  odd 
and  even  numbers ;  the  odd  numbers  constitute  one  team,  the 
even  numbers  the  other  team.  Numbers  i,  3,  5,  7  and  9  take 
places  on  the  basest,  6,  c,  d,  and  e,  in  the  left  half  of  the  field, 
whereas  the  other  odd  numbers  of  the  same  team  (n,  13,  15  and 
17)  scatter  about  the  right  half  of  the  field.  Numbers  2,  4,  6, 
8  and  10  occupy  the  bases  /",  g,  h,  k  and  m  in  the  right  half, 
and  numbers  12,  14,  16  and  18  scatter  about  the  left  half  of  the 
field.  Numbers  19  and  20  are  the  captains  of  their  respective 
bases,  and  occupy  the  center  bases,  x  and  y ;  number  19  in  the 
left  half,  and  number  20  in  the  right  half  of  the  field. 

The  object  of  the  game  is  to  throw  the  ball  to  a  person  stand- 
ing on  a  base  (except  center)  and  this  baseman  then  throws  the 
ball  to  the  captain  or  occupant  of  the  center  base.  If  this  is 
accomplished  without  the  baseman  or  center  leaving  their 
respective  bases,  one  point  is  scored  for  the  side.  An  ordinary 
foot-ball  or  basket-ball  should  be  used. 

To  accomplish  the  above,  following  and  similar  plays  may 
be  made :  A  referee  takes  the  ball  and  ' '  tosses  it  up  "  in  the 
middle  of  the  hall  or  entire  field;  numbers  11  to  18,  who  are 
"  lined  up"  as  shown  in  the  diagram,  scramble  for  possession 
of  the  ball  as  it  descends.  For  the  scramble  these  eight  players 
may  run  anywhere  they  choose  and  are  permitted  to  cross  the 
center  line,  but  must  return  to  their  respective  sides  before 
throwing  the  ball  to  a  base. 

Take  for  granted  that  number  17  secured  the  ball ;  now,  as 
all  odd  numbers  are  on  one  team,  he  (number  17)  throws  the 
ball  to  any  odd  number  except  center  (say  to  number  3)  on  a 
base,  who  in  return  throws  it  to  the  center  or  captain  (number 


69 

19).  As  soon  as  numbers  12,  14,  16  and  18,  being  on  the  oppo- 
site team,  see  who  has  the  ball,  they  run  to  the  various  bases 
occupied  by  odd  numbers  to  intercept  the  ball  if  possible,  and  if 
successful  to  tlirow  it  to  a  baseman  on  the  other  side  of  the  hall. 
Of  course,  numbers  n,  13,  15  and  17  now  station  themselves 
near  the  bases,  to  prevent  the  even  numbers  from  scoring.  In 
trying  to  block  a  throw,  \ho. guards  (numbers  n  to  18)  must  not 
touch  the  baseman  or  the  bases.  The  most  active  guard  should 
make  it  a  special  object  to  watch  the  center,  for  the  ball  must 
reach  the  center  to  score. 

If  a  throw  from  a  baseman  to  center  is  blocked  by  the  guards, 
the  ball  should  be  thrown  to  another  baseman  of  the  same  side 
to  have  him  throw  to  center  if  possible. 

If  only  the  captain  (or  center)  steps  off  his  base  in  his 
endeavor  to  catch  the  ball,  he  may  return  it  to  any  baseman  on 
his  team  without  interference  by  the  guards. 

A  throw  from  a  "  guard  "  to  the  center  does  not  count,  but 
the  center  may  throw  the  ball  to  a  baseman  and  he  return  it  to 
center,  whence  one  point  may  be  scored. 

After  every  score  the  ball  must  be  given  to  the  referee  who 
starts  the  play  by  tossing  the  ball  in  center. 

Striking  the  ball  out  of  a  player's  hand  may  be  allowed,  but 
if  rough  play  is  to  be  prevented,  it  ought  not  to  be  permitted. 

The  game  is  to  be  played  in  two  halves  of  20  minutes  each, 
with  a  rest  of  ten  minutes  between  halves.  Teams  change  sides 
at  the  beginning  of  the  second  half. 


147.     HURL 

This  is  played  with  a  leather  covered  ball  weighing  from 
five  to  ten  pounds.  It  has  a  rolled  hand  strap  attached  to  it. 
(Medicine  balls  with  hand  straps  are  just  the  thing).  Those 
sixteen  or  over  should  play  with  a  seven  or  eight  pound  ball. 
For  boys  below  this  age  five  pounds  will  suffice. 

A  field  (A,  B,  C,  D)  from  one  hundred  to  one  hundred  ard 
twenty  yards  long  by  fifty  yards  wide  is  quite  sufficient,  and  it 
may  be  played  upon  a  smaller  field  than  this. 


yo 


i. 


D 


[CKNTER.] 


Stakes  are  driven  sonic  fifteen  feet  on  either  side  of  the  < 
ter  (1C,  K')  to  mark  tli 

tile     grounds      are     ]>!:. 

A  *  •  H     high   stakes   (F,  F',)    with 

flag's  attached,  l>et\\ 
which  the  ball  must  come 
to  score.  When  the  play- 
ers are  divided,  they  take 
their  stands  near  the  cen- 
ter between  the  starting 
marks  (K,  K').  The  ball 
is  given  by  lot  to  one  side 
for  beginning,  and  that  side 
chooses  the  man  they  wish 
to  run  from  any  point  on 
his  side  to  the  starting  line 
E,  E')-  When  the  ball  is 
caught,  before  it  alights, 
the  ground  by  the  opposi- 
tion, the  catcher  is  allowed 
to  take  three  steps  toward 
the  goal  at  his  front.  But, 
if  the  ball  alights  the 
ground,  it  must  be  thrown 
from  where  it  is  picked  up 
and  by  the  one  who  picks  it  up.  Since  there  is  an  immense 
advantage  in  having  a  short  run  over  standing  and  throwing,  it 
puts  each  side  "on  its  mettle"  to  do  good  catching.  Now  it 
must  be  understood  that  three  steps  are  to  be  taken,  no  more, 
no  less.  This  will  prove  an  interesting  and  valuable  feature. 
The  struggle  is  to  force  the  ball  by  good  catching  and  throwing 
beyond  the  opposition  to  alight  the  ground  between  the  goals 
(F,  F')  and  beyond,  and  no  score  can  be  made  until  the  ball 
alights  ;  it  must  not  roll  through  the  goal.  If  one  side  has  cov- 
ered one  point  in  doing  so,  it  is  well  to  change  sides  and  begin 
the  game  anew.  A  time  may  be  fixed  for  the  duration  of  the 
game,  which  is  to  be  regulated  by  the  teacher  beforehand,  who 


V 

v 


is  prompted  the  strength  and  age  of  the  pupils  and  the  weather 
prevailing.  . 

The  catching  is  done  in  the  arms  rather  than  in  the  hands. 
The  game  is  made  more  difficult  by  lengthening  the  field  or  by 
placing  the  goals,  between  which  the  ball  must  pass,  closer 
together. 

148.     BALI,  STAND. 

The  number  of  players  majr  be  from  six  to  twelve — it  is  best 
not  to  have  more  than  this,  although  an}'  number  may  play. 
The  players  are  numbered  from  one  up,  and  assemble  at  one  of 
the  walls  (if  outdoors,  the  wall  of  a  house)  inside  a  line  drawn 
ten  feet  away  and  parallel  .with  it.  One  player  is  selected  to 
start  the  game  and  is  supplied  with  a  tennis  ball,  which  he 
throws  against  the  wall,  at  the  same  time  calling  the  number  of 
one  of  the  other  players.  This  one  immediately  starts  to  catch 
the  ball,  and  if  he  succeeds  in  doing  so  before  it  touches  the 
floor,  he  in  turn  throws  it  against  the  wall,  calling  out  another 
number  ;  if  not,  he  chases  it,  and  when  he  has  caught  it,  he 
cries  "  Ball  stand"  or  "  Stop"  (according  to  previous  arrange- 
ment), when  the  other  players,  who  meanwhile  have  hastened 
to  disperse  in  all  directions,  immediately  stop  wherever  they 
are.  He  now  throws  the  ball  and  hits  some  one,  who  then 
chases  it,  while  the  others  run  away  until  he  cries  "  Ball  stand"  ; 
and  thus  the  game  continues  until  some  one  misses,  when  the 
players  re-assemble  at  the  wall,  the  one  who  misses  playing  the 
ball  against  the  wall. 

The  numbers  should  be  written  on  a  blackboard  and  the 
misses  scored  against  the  player.  When  anyone  has  six  'such 
marks  the  game  is  ended  and  the  loser  punished  by  each  player 
hitting  the  inside  of  his  upheld  hand  with  the  ball,  from  a  dis- 
tance of  ten  to  twenty  steps.  Those  with  a  clean  score  are  en- 
titled to  six  strikes,  and  the  others  to  as  many  le?s  as  they  have 
marks  against  them. 

The  one  playing  against  the  wall  should  make  the  ball 
rebound  out  of  the  way  of  the  one  whose  number  he  calls,  so  as 
to  delay  him  as  much  as  possible  ;  and  it  is  well  for  the  others 
to  notice  the  direction  of  the  ball  so  as  to  get  far  away  from  it. 


72 

It  is  a  ml  vist  (tod  that  all  except  the  number  called  run  at  « 
and  if  anyone  should  run    air-:  '.    the  ball    he  may  kick   it 

in  another  direction,  if  such  a  rule  has  bet  ;  upmi  1» 

band. 

The  number  should  be  called  loudly  before  the  ball  strikes 
the  wall  ;  if  culled  after,  the  player  is  marked  one  off  and  the 
one  called  begins  the  mew.  Anyone  calliiu;  his  own 

number  is  marked  two  off. 

When  the  ball  is  played  every    player  must   have  one  • 
inside  the  line. 


149.     RIDER  H ALL. 

In  this  game  the  players  pair  off  according  to  height, 
strength  and  agility,  and  form  a  double  circle,  faces  to  the  cen- 
ter, with  from  two  to  six  paces  interval  between  pairs,  according 
to  the  number  of  players  taking  part.  Those  forming  the  inner 
circle  are  the  "horses"  and  those  in  the  outer  the  "riders. 
Those  designated  as  horses  take  a  stride  position  sideways, brac- 
ing themselves  by  placing  both  hands  on  the  knees  which 
should  be  kept  extended,  the  body  bent  forward  in  order  that 
the  riders  may  readily  mount  by  straddling  their  backs  upon 
the  command  of  the  leader  of  the  game  to  mount.  The  riders 
having  mounted,  a  basket  ball  is  thrown  from  one  to  the  other. 
When  a  rider  misses  catching  the  ball,  all  riders  immediately 
dismount  and  flee,  the  horse  of  the  rider  who  misled  the  ball 
quickly  picking  it  up  and  commanding  all  to  stand  or  halt.  All 
riders  then  stand  still  while  the  horse  endeavors  to  hit  any  one 
of  them,  who  may  dodge  but  not  leave  his  place.  The  other 
ponies  remain  in  their  places. 

If  the  player  who  aims  at  a  rider  succeeds  in  hitting  him, 
places  are  exchanged,  horses  becoming  riders  and  riders  horses. 
If  not  successful  the  game  continues  as  before.  The  ball  must 
at  no  time  be  held  by  a  rider,  but  tossed  as  quickly  as  caught, 
no  matter  in  what  position  the  rider  may  find  himself.  The 
leader  gives  the  commands  to  mount  and  determines  the  hits 
and  misses. 


73 
150.     HOCKEY. 

Hockey,  played  in  a  lively  way,  is  one  of  the  very  best  open- 
air  games  for  winter.  The  spirit  of  the  game  is  pretty  much 
the  same  as  football,  the  object  being  to  strike  a  ball  through  a 
goal,  marked  by  two  uprights,  as  in  football,  the  principal  dif- 
ference being  that  the  instrument  of  propulsion  is  a  light, 
hooked  stick,  or  "  hockey  "  (of  some  tough  wood,  as  ash,  and 
about  the  length  of  a  cane,)  instead  of  the  foot,  and  that  the 
ball  is  a  solid  India  rubber  ball,  about  two  and  a  half  inches  in 
diameter.  A  twine  ball  or  cloth  bill  is  preferred  by  some  play- 
ers. A  field  about  75  to  100  yards  long  and  about  30  to  40 
yards  wide,  marked  by  goals  at  the  ends,  as  in  football,  and  by 
flags  at  the  sides,  will  accommodate  about  twelve  players  on 
each  side  without  dangerous  crowding  during  play.  Good 
players  drive  the  ball  along  by  a  succession  of  taps  and  guide  it 
in  and  out  between  the  opposing  groups  of  hockeys  by  mere 
play  of  the  wrist,  scarcely  ever  lifting  the  hockey  above  the 
shoulders. 

The  following  rules  govern  the  game  : 

1.  The  choice  of  goals  shall  be  decided  by  tossing,  and  the 
side  winning  the  toss  shall  start  the  ball  from  a  spot  ten  yards  in 
front  of  their  goal. 

2.  The  ball  shall  be  played  with  the  hockey  :  it  shall,  how- 
ever, be  lawful  to  stop  the  ball  with  the  body  or  legs,  but  not 
with  the  hands. 

3.  A    goal    is    gained    when   the  ball   is   played  through 
between  the  posts  and  under  the  cord  by  the  opposing  party,  or 
in  any  way  passed  through  by  the  side  owning  the  goal. 

4.  No  player  shall  strike  the  ball   back-handed  ;  in  every 
case  the  player  must  play  facing  the  opponent's  goal. 

A  player  is  not  permitted  to  loiter  near  the  adversary's  goal, 
but  may  be  required  to  retire,  while  not  playing  the  ball,  to  a 
distance  of  at  least  twenty-five  yards. 

The  game  of  ice-hockey  is  plaj'ed  by  designating  a  "  home  " 
some  fifty  ynrds  square,  in  which  one  party  of  players  strives  to 
keep  the  ball,  or  any  other  similar  object  (with  flattened  sides, 
if  possible),  while  the  other  side  strives  to  drive  the  object  as 


74 

far  away  as  possible  from  the  home  to  a  distance  agreed  upon  or 
to  another  "  home."  Instead  of  this  the  skating  surface  may 
be  divided  by  a  center  line,  with  additional  lines  10  or  15  yards 
each  siile  of  the  center  line.  The  toss  of  a  coin  decides  on 
which  side  the  ball  is  to  be  dropped  by  the  respective  leaders. 
In  beginning  the  game  the  players  of  both  parties  form  a  circle 
around  the  ball  (players  of  both  sides  alternating).  When  all 
is  ready  the  command  to  start  is  given  by  the  leader  of  the  party 
having  the  ball  on  its  side.  Goals  are  fixed  at  a  distance  of 
from  30  to  60  yards  from  the  center  line. 

151.     NKWCOMB, 


151.  NEWCOMB,        ) 

152.  HAND  BALL,   }  See  printed  rules. 


2.    HIGH  ORGANIZATION. 

153.     TOWN  BALL. 

This  is  a  simple  form  of  baseball.  Two  are  chosen  as  lead- 
ers and  choose  sides,  one  of  which  takes  its  innings  with  one  of 
their  number  at  bat,  while  the  other  scatters  around  the  play- 
ground with  one  as  pitcher  and  another  as  catcher.  The  per- 
son batting  is  put  out  of  the  game  by  the  ball  being  caught  by 
the  catcher  after  the  batter  has  missed  it,  also  by  its  being 
caught  on  its  flight  from  the  bat,  by  its  being  missed  three  times 
whether  caught  by  the  catcher  or  not,  or  by  its  being  thrown  in 
front  of  the  runner  between  bases.  When  the  side  having  its 
inning  is  reduced  to  one.  if  he  can  make  as  many  as  three 
rounds,  he  has  the  liberty  to  call  in  one  of  his  party.  At  such 
time  he  calls  upon  one  of  his  party  to  run  in  his  place  while  he 
rests  between  hits.  If  the  ball  is  caught  in  the  air  or  after  the 
first  rebound,  or  if  it  is  thrown  before  the  runner,  or  thrown  and 
reaches  home  before  the  runner  completes  his  circuit,  that  side 
is  out,  and  the  other  takes  its  innings  and  continues  as  the  first 
side. 


75 


154-     HAND-TENNIS. 

For   hand-tennis   select   an    even  surface   about  16x40  feet, 
divided    into  halves  by  a  regular  tennis  net,    about  2    feet  6 

inches  high.  The  required 
limit  lines  are  marked  in 
the  usual  way  (in-doors 
with  chalk).  About  three 
feet  from  the  end  line 
another  line,  the  "  toe 
line,"  is  marked.  About 
ten  feet  from  the  net,  on 
both  sides,  is  marked  the 
"  short  line."  The  play- 
ers select  sides  and  take 
positions  behind  the  toe- 
line!  The  beginner  bounds 
the  ball  on  the  floor,  strik- 
ing it  with  either  hand,  as 
it  descends  again,  to  direct 
it  over  the  net  to  the 
opposite  player.  Failure 
to  send  the  ball  over  the 
net,  or  to  land  it  within  the 
lines  on  the  other  side  of  the  net,  results  in  forfeiting  the  ball  to 
the  opposite  side.  Should  the  opposite  side,  however,  fail  to 
return  a  properly  directed  ball  or  drive  it  over  the  lines,  the  first 
player  scores  a  point.  Failure  to  stand  between  end  lines  at 
start  of  game,  or  touching  the  net  with  any  part  of  the  body, 
counts  a  point  for  the  opposite  side.  In  active  play  the  delivery 
can  be  made  from  any  place  within  lines. 


END 

LINE 

TOE 
SHORT 

LINE 
LINE. 

NET. 
SHORT   LINE. 

TOE 

LINE 

END 

LINE. 

155.  TENNIS, 

156.  BASKET  BALL,, 

157.  LACROSSE, 

158.  INDOOR  BASEBALL, 

159.  BASEBALL, 


I 


•  See  printed  rules. 


i6o.     HANG  15ASK  BALL. 

This  is  played  like  baseball,  with  the    difference  that  :i  1 
ball  is  used.     The  pi:  '  the  bit"  hangs  by  his  hands  from 

the  branch  of  a  tree  or  horizontal  bar  and  kicks  the  ball  in- 
of  striking  il  with  a  bat  as  in  ordin.iry  baseball.     Otherwis 
rules  of  baseball  apply. 


EvTt      [  S< 
ALL,  3 


161.  POLO, 

162.  CRICKET,      }-  See  printed  rules. 

163.  FOOTBALL, 


3785  'Mf 


This  book  is  DUE  on  the  last  date  stamped  below 


APR  1  6  1934 


iaj/ 


NOV  2  8195li 

DEC  1  8  1951 1 
NOV28195SL' 

9J957 

- 


DEC  9 


Form  L-9-15r»-7,'31 


' 


GV 
1203 
A75 

Arnold- 
Gymnas  tic 

games  class- 

ified. 

:  ^r 

3  1158  00824 


UC  SOUTHERN  REGIONAL  LIBRARY  FACILITY 


A    001344070    6 


[TV 


JFORNIA 


)S  ANGELES 
LIBRARY 


